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1

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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11

Rebelo, Francisco, Paulo Noriega, Emília Duarte, and Marcelo Soares. "Using Virtual Reality to Assess User Experience." Human Factors: The Journal of the Human Factors and Ergonomics Society 54, no. 6 (2012): 964–82. http://dx.doi.org/10.1177/0018720812465006.

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Objective: The aim of this article is to discuss how user experience (UX) evaluation can benefit from the use of virtual reality (VR). Background: UX is usually evaluated in laboratory settings. However, considering that UX occurs as a consequence of the interaction between the product, the user, and the context of use, the assessment of UX can benefit from a more ecological test setting. VR provides the means to develop realistic-looking virtual environments with the advantage of allowing greater control of the experimental conditions while granting good ecological validity. Method: The methods used to evaluate UX, as well as their main limitations, are identified. The current VR equipment and its potential applications (as well as its limitations and drawbacks) to overcome some of the limitations in the assessment of UX are highlighted. Results: The relevance of VR for UX studies is discussed, and a VR-based framework for evaluating UX is presented. Conclusion: UX research may benefit from a VR-based methodology in the scopes of user research (e.g., assessment of users’ expectations derived from their lifestyles) and human–product interaction (e.g., assessment of users’ emotions since the first moment of contact with the product and then during the interaction). Application: This article provides knowledge to researchers and professionals engaged in the design of technological interfaces about the usefulness of VR in the evaluation of UX.
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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 the two ways humans and AI collaborate: synchronously and asynchronously. We iteratively designed a tool-AI Assistant-with four versions of UIs corresponding to the two levels of explanations (with/without) and synchronization (sync/async). By adopting a hybrid wizard-of-oz approach to simulating an AI with reasonable performance, we conducted a mixed-method study with 24 UX evaluators identifying UX problems from usability test videos using AI Assistant. Our quantitative and qualitative results show that AI with explanations, regardless of being presented synchronously or asynchronously, provided better support for UX evaluators' analysis and was perceived more positively; when without explanations, synchronous AI better improved UX evaluators' performance and engagement compared to the asynchronous AI. Lastly, we present the design implications for AI-assisted UX evaluation and facilitating more effective human-AI collaboration.
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Yoga Setia Putra, Mochzen Gito Resmi, and Muhamad Agus Sunandar. "DESIGNING UI/UX DESIGN OF MOBILE APPLICATION AT SOLARIA RESTAURANT USING LEAN UX METHOD." Antivirus : Jurnal Ilmiah Teknik Informatika 18, no. 2 (2024): 191–99. https://doi.org/10.35457/antivirus.v18i2.3777.

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The rapid development of information technology encourages companies in various sectors to adopt mobile applications to improve customer experience and operational efficiency. Solaria, a leading fast food restaurant in Indonesia, needed to design an optimal user interface (UI) and user experience (UX) for its mobile application. This research aims to design the UI/UX of the Solaria app using the Lean UX method. The research method involves several stages: customer interviews and questionnaires to understand user needs, wireframes and initial prototypes, testing and iteration based on user feedback, and final evaluation of the refined prototype. The result of this research is a relevant and user-friendly design. This research is expected to serve as a reference for mobile application developers to be able to make a full application.
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Koonsanit, Kitti, and Nobuyuki Nishiuchi. "Predicting Final User Satisfaction Using Momentary UX Data and Machine Learning Techniques." Journal of Theoretical and Applied Electronic Commerce Research 16, no. 7 (2021): 3136–56. http://dx.doi.org/10.3390/jtaer16070171.

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User experience (UX) evaluation investigates how people feel about using products or services and is considered an important factor in the design process. However, there is no comprehensive UX evaluation method for time-continuous situations during the use of products or services. Because user experience changes over time, it is difficult to discern the relationship between momentary UX and episodic or cumulative UX, which is related to final user satisfaction. This research aimed to predict final user satisfaction by using momentary UX data and machine learning techniques. The participants were 50 and 25 university students who were asked to evaluate a service (Experiment I) or a product (Experiment II), respectively, during usage by answering a satisfaction survey. Responses were used to draw a customized UX curve. Participants were also asked to complete a final satisfaction questionnaire about the product or service. Momentary UX data and participant satisfaction scores were used to build machine learning models, and the experimental results were compared with those obtained using seven built machine learning models. This study shows that participants’ momentary UX can be understood using a support vector machine (SVM) with a polynomial kernel and that momentary UX can be used to make more accurate predictions about final user satisfaction regarding product and service usage.
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Winanda, Salsa, Tengku Khairil Ahsyar, Angraini, and Megawati. "User Experience Evaluation of M-Passpor Using User Experience Questionnaire." Jurnal Sistem Cerdas 7, no. 3 (2024): 318–27. https://doi.org/10.37396/jsc.v7i3.474.

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This study evaluates UX of the M-Passpor application, an m-government application to facilitate the online passport administrative process and reduce queues at the immigration office. Although this application offers convenience in making passports, since its release M-Paspor has received many complaints from users regarding the services provided. A UX evaluation was conducted using the UEQ method, which measures six of these aspects aspects: Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty. The outputs presented that Perspective and Attractiveness aspects had the highest scores, indicating that the app is quite easy to understand and visually appealing. However, the Novelty aspect had a low score, indicating a lack of innovation and new experiences for users. Based on these findings, the researcher recommends improving efficiency, simplifying processes, notifications and feature innovation to improve UX. The outcome of this study is expected to become the basis for improving the UX quality of the M-Passpor application so as to create better and satisfying services for users in the future
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Blanes-Selva, Vicent, Sabina Asensio-Cuesta, Ascensión Doñate-Martínez, Felipe Pereira Mesquita, and Juan M. García-Gómez. "User-centred design of a clinical decision support system for palliative care: Insights from healthcare professionals." DIGITAL HEALTH 9 (January 2023): 205520762211507. http://dx.doi.org/10.1177/20552076221150735.

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Objective: Although clinical decision support systems (CDSS) have many benefits for clinical practice, they also have several barriers to their acceptance by professionals. Our objective in this study was to design and validate The Aleph palliative care (PC) CDSS through a user-centred method, considering the predictions of the artificial intelligence (AI) core, usability and user experience (UX). Methods: We performed two rounds of individual evaluation sessions with potential users. Each session included a model evaluation, a task test and a usability and UX assessment. Results: The machine learning (ML) predictive models outperformed the participants in the three predictive tasks. System Usability Scale (SUS) reported 62.7 ± 14.1 and 65 ± 26.2 on a 100-point rating scale for both rounds, respectively, while User Experience Questionnaire – Short Version (UEQ-S) scores were 1.42 and 1.5 on the −3 to 3 scale. Conclusions: The think-aloud method and including the UX dimension helped us to identify most of the workflow implementation issues. The system has good UX hedonic qualities; participants were interested in the tool and responded positively to it. Performance regarding usability was modest but acceptable.
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Et.al, Azham Hussain. "Quality Attributes for UX Design and Evaluation." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 3 (2021): 1884–91. http://dx.doi.org/10.17762/turcomat.v12i3.1019.

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This paperutilizeda literature survey method to find out the quality attributes (or design factors) that impact on or contribute to user experience in extant literature. The results indicate that there areten dimensions that model UX.Each of these dimensions has associated quality attributes that contribute to it and influence the UX of interactive applications. The study therefore proposes the use of these dimensions and the related quality attributes in the development and modeling of the UX of interactive systems. Furthermore, these dimensions and attributes can be utilized in the design and evaluation of interactive digital artifacts.
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Maidatussohiba, Esa, Moh Novil Maarij, Bayu Wahyu P, Maynanda Dwi Lisnorviona, and Kadek Ayu Krisna P. "Redesain Website Ventela untuk Meningkatkan User Experience Pengguna Menggunakan Lean UX." ETNIK: Jurnal Ekonomi dan Teknik 2, no. 11 (2023): 1056–69. http://dx.doi.org/10.54543/etnik.v2i11.262.

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The improvement of user experience (UX) is essential in website development, particularly in the current digital era. Ventela website, an e-commerce platform offering a variety of fashion products, needs enhancements in its UX to meet the increasing needs and expectations of users. In this context, this research aims to redesign the Ventela website with a focus on the Lean UX method to achieve a better user experience. Lean UX is a design approach that emphasizes collaboration among the development team, designers, and users during the design process, while focusing on rapid iterations to ensure the resulting product aligns with user needs. In this research, we identified UX issues on the Ventela website through user analysis, heuristic evaluation, and gathering user feedback. Subsequently, we employed the Lean UX method to redesign the website with a focus on necessary improvements. The results of this research demonstrate a significant transformation of the Ventela website in terms of appearance, functionality, and user experience. The iterative process involving users in every design stage has enabled substantial improvements in navigation, product search, responsiveness, and overall user satisfaction. Consequently, product sales conversion on the Ventela website has significantly increased, proving that the Lean UX approach is an effective way to enhance UX and achieve success in e-commerce.This research indicates that the Lean UX method can serve as a strong foundation in the process of redesigning a website to improve user experience. By emphasizing team collaboration and user involvement, UX enhancements can be effectively achieved, creating opportunities for business growth in a competitive digital environment.
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Revansa, Muhammad Dio, Angraini Angraini, Tengku Khairil Ahsyar, and Syaifullah Syaifullah. "EVALUATION OF USER EXPERIENCE (UX) HNI MOBILE USING THE THINK ALOUD METHOD." Jurnal Teknik Informatika (Jutif) 5, no. 4 (2024): 141–48. https://doi.org/10.52436/1.jutif.2024.5.4.2120.

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User experience (UX) evaluation is important to determine the quality of a product or service. This research evaluates the UX of the HNI Mobile application using the think aloud method which asks users to express their thoughts while using the system. Involving 5 respondents who performed 10 task scenarios. The respondents' verbalization data, transcribed, and analyzed with NVIVO 12. The results obtained 5 main codes/themes of problems, namely profile editing, language features, member notifications, feature layout, and feature upgrades, which were visualized in a mind map. A retrospective probing technique was used to understand user difficulties. Although the main features functioned well, some respondents experienced difficulties in using the supporting features such as edit profile, change language, and access notifications. These findings provide input to improve the user experience of the HNI Mobile app in the future.
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Rochman, Fatkhur, Abdul Waris S., Eko Boedhi Santoso, and Izzatul Ulya. "Analysis on the AIDCA Method in Website UX Design Copywriting." International Journal of Social Science and Community Service 2, no. 4 (2024): 298–311. https://doi.org/10.70865/ijsscs.v2i4.52.

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This study aims to evaluate the quality of copywriting on the Papillon's Sisters website using the Heuristic Evaluation method which focuses on the AIDCA model (Attention, Interest, Desire, Conviction, Action). The evaluation is conducted through direct observation of the main pages of the site, using an AIDCA-based checklist to measure the effectiveness of copywriting in attracting attention, maintaining interest, arousing desire, building conviction, and encouraging user action. The data collected was analysed qualitatively by giving a severity rating to each problem found, ranging from Good Practice to Major Issue. The results showed that copywriting on the website has some strengths in terms of consistency of writing and attractive visuals, but there are deficiencies in the emotional aspects of language, lack of detailed product descriptions, and ineffective calls-to-action. From the evaluation, 5 major issues, 4 normal issues, 2 minor issues, and 1 good practice were found. This research provides recommendations for improvement, such as the use of more emotional language and improved visual layout to increase user engagement and conversion on the Papillon's Sisters website.
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Shin, Gee Won, Kyung-Jun Lee, Donggun Park, Joong Hee Lee, and Myung Hwan Yun. "Personal Mobility Device and User Experience: A State-of-the-art Literature Review." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (2018): 1336–37. http://dx.doi.org/10.1177/1541931218621305.

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Background Personal Mobility Device (PMD) refers to ‘Smart Mobility’ or ‘Micro Mobility’ for one or two persons, and it is appreciated as an environmental-friendly means operated by electric resources (Burns, 2013). According to Transparency Market Research in 2016, the world’s personal transport market is expected to grow two times bigger from 2014 to 2023. In fact, PMD has various product types, competence levels and safety problems, so it cannot help covering many user experiences (UXs). Thus, this study aimed to analyze previous researches about PMD in terms of UX and usability. Method In this study, 160 papers were collected through five search engines with keyword combinations of UX (e.g., user interaction and interface) and PMD (e.g., Segway and electric vehicle). Through two filtering processes, the 19 papers were finally selected, and each was analyzed by the next six criteria; device types, research environments, participants, user experience factors, UX evaluation methodologies, and UX measurement. Results The results showed that Segway was the most common device type rather than electric vehicles, powered wheelchair, proposed product, E-scooter, E-bicycle, and E-bike. In addition, the outdoor environment accounted for the biggest percentage of researches beyond indoor, semi-outdoor, and online survey. People who participated in researches were usually expert and novice, who got used to handle the assigned PMD for each paper. A total of 26 UX factors (e.g., effectiveness, safety, usability, and acceptability) was collected and classified considering each experimental context; safety and usability turned out to be the most two important factors. From the UX methodological view, the PMD were usually evaluated by a questionnaire rather than by objective methods, which enable the participant to give more instinctive reactions and the researchers to gather quantitative data easily. In this way, UX objective measurements on previous researches were categorized into body observation (e.g., body angle on device), usage behavior (e.g., running distance) and compatibility on field (e.g., riding against traffic). Discussion & Conclusion The collected 28 UX factors were classified by a methodology whether it was objective or subjective measure, and it was called the UX factors framework for PMD in this study. First of all, the four main UX factors were determined: usability, satisfaction, acceptability and safety. The rest of 24 UX factors belonged to the corresponding main UX factors. For example, usability included compatibility (objectively measured factors; OMF), effectiveness, device performance, efficiency, and physical load (subjectively measured factors; SMF). Satisfaction included intuitive, customer-services-quality, charging, operability, comfort, predictability, mobility, and maintainability (SMF). Acceptability included compatibility (OMF), aesthetics, device learnability, cost, and training (SMF). Safety included stability, risk behavior (OMF), independency, guard, controllability, security, and testability (SMF). These results implied that most UX factors for PMD were usually measured subjectively rather than objectively. In particular, satisfaction had not been measured objectively even though it plays a significant role in UX factors with usability, acceptability, and safety. In other areas, some researches used objective measurements such as heart rate, EEG, or action log for sensing satisfaction (Gao, 2012; Taylor, 2015), so it is also possible to measure PMD satisfaction using objective methods. In this study, the previous researches about UX and PMD were analyzed to identify the trend of the UX research of PMD. A total of 19 papers were collected and classified by device type, research environment, participants, UX factors, evaluation method, and objective measurements. As a result, it was found that various UX factors were introduced, and the systematized UX factors framework was proposed. Through this UX framework, we expect to apply more objective measurements on UX factors of PMD in future researches.
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Rangeswan, Harshaprathan, Arzath Areeff, Saruniya Manivannan, Benjo Rajkumar, and Jagath Wickramarathne. "A Critical Evaluation of Popular UX Frameworks Relevant to E-Health Apps." International Journal of Computational Science, Information Technology and Control Engineering 10, no. 1/2/3 (2023): 25–34. http://dx.doi.org/10.5121/ijcsitce.2023.10302.

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This research paper aims to evaluate the usability, accessibility, and effectiveness of the current User Experience (UX) frameworks relevant to mobile health apps, with a specific focus on the FitBit app. The selected UX frameworks for evaluation include Nielsen Norman Group's 10 Usability Heuristics, Don Norman's Three Levels of Design, and Human-Centered Design. A mixed-method approach, comprising both qualitative and quantitative analyses, was employed to evaluate these frameworks. The FitBit app was assessed based on the selected frameworks, and the obtained results were compared with existing literature and industry standards. The main subject of this study is the critical evaluation of popular UX frameworks in the context of e-health apps, with a specific emphasis on the FitBit app. The evaluation factors considered include usability, accessibility, and effectiveness. By utilizing the selected UX frameworks, the paper seeks to identify the strengths and limitations of each framework in evaluating e- health apps. The achieved results reveal that Nielsen Norman Group's 10 Usability Heuristics are valuable in identifying usability issues within the FitBit app. Don Norman's Three Levels of Design effectively evaluate the overall user experience, providing insights into the app's design quality. Human- Centered Design, on the other hand, offers a comprehensive and holistic approach to designing for the user, encompassing various aspects of the FitBit app. Through this research, a comprehensive understanding of the strengths and limitations of the evaluated UX frameworks in relation to e-health apps, specifically the FitBit app, is attained. The findings contribute to the existing literature on UX evaluation and provide insights for designers and developers to enhance the user experience of mobile health applications.
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Imana, Afifah Ghaisani, and Yusuf Sulistyo Nugroho. "UX (USER EXPERIENCE) EVALUATION OF THE OPENLEARNING SYSTEM AT UNIVERSITAS MUHAMMADIYAH SURAKARTA USING HEURISTIC EVALUATION AND USABILITY TESTING." Jurnal Teknik Informatika (Jutif) 4, no. 4 (2023): 681–91. http://dx.doi.org/10.52436/1.jutif.2023.4.4.824.

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Since the COVID-19 pandemic in 2020, the learning process at the University of Muhammadiyah Surakarta (UMS) has been carried out online using the OpenLearning platform. The use of OpenLearning media has provided an easy learning process for both lecturers and students. Although there are many conveniences and benefits offered, usability problems still arise, for example, there is no distinction between courses that have ended and those that are still active, the "Edit Page Header" feature on student users, and misperceptions in the progress bar in the Course menu. In addition, previous research has evaluated the UMS OpenLearning platform using the System Usability Scale (SUS) technique and scored 61 (grade scale D) and indicates that the system is well received. To identify more detailed problems related to user experience (UX) for the OpenLearning system applied at UMS, it is necessary to evaluate the UX with the other approaches. In this study, the Heuristic Evaluation method based on 10 principles of Heuristic and Usability Testing based on 5 Usability criteria are implemented to evaluate. The results of this study are a system prototype according to the results of heuristic evaluation. The prototype was evaluated using SUS method on 380 respondents. The SUS calculation yields a value of 69, which indicates that the system is classified to the grade scale category D. This insignificant increase in the SUS score indicates that the UX improvements have not been optimally related to usability due to some factors such as the complexity of the system when used, inconsistencies, and the need for users to adapt to using the system. This finding can be considered by the system development team to fix the weaknesses so as to create an online learning platform with a better UX.
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Jackson, France, and Lara Cheng. "UX in Practice: Applying a Heuristic Evaluation Technique to Real World Challenges." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (2018): 702–3. http://dx.doi.org/10.1177/1541931218621159.

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Introduction Heuristic Evaluation is a usability method that requires usability experts to review and offer feedback on user interfaces based on a list of heuristics or guidelines. Heuristic Evaluations allow designers to get feedback early and quickly in the design process before a full usability test is done. Unlike many usability evaluation methods, Heuristic Evaluations are performed by usability experts as opposed to target users. That is one reason it is going to make a great challenge activity for the UX Day Challenge session. Heuristic Evaluation is a usability method often used in conjunction with usability testing. During the evaluation, usability experts evaluate an interface based on a list of heuristics or guidelines (Nielsen and Molich, 1990). There are several sets of guidelines and they are used to evaluate a myriad of interfaces from gaming (Pinelle, Wong & Stach, 2008) and virtual reality (Sutcliffe & Gault, 2004) to online shopping (Chen & Macredie, 2005). Some of the most common heuristic guidelines to choose from were created by Nielsen (Nielsen and Molich, 1990) (Nielsen, 1994), Norman (Norman, 2013), Tognazzini (Tognazzini, 1998), and Shneiderman (Shneiderman, Plaisant, Cohen and Elmqvist, 2016). Choosing the best set of guidelines and the most appropriate number of usability professions is important. Nielsen and Molich’s research found that individual evaluators only find 20-51% of the usability problems when evaluating alone. However, when the feedback of three to five evaluators is aggregated together, more usability problems can be uncovered (Nielsen and Molich, 1990). This method can be advantageous because designers can get quick feedback early for iteration before a full round of usability testing is performed. The goal of this session is to introduce this method to some and give others a refresher on how to apply this method in the real world. The Challenge For several years, UX day has offered an alternative session. The most intriguing sessions were interactive and offered hands-on training. For this UX Day Challenge session, teams of at most five participants will perform a Heuristic Evaluation of a sponsor’s website or product. During the session, participants will be introduced to Heuristic Evaluations. Topics such as how to perform one, who should perform one, and when it is appropriate to perform one will be covered. Additionally, the pros and cons of using this method will be discussed. Following the introduction to Heuristic Evaluation, teams will use the updated set of Nielson Heuristics (Nielsen, 1994) for the evaluation exercise. Although there are several sets of heuristics, Nielsen’s is one of the best known and widely accepted sets. The following Updated Nielsen Heuristics will be used: • Visibility of system status • Match between system and the real world • User control and freedom • Consistency and standards • Error prevention • Recognition rather than recall • Flexibility and efficiency of use • Aesthetic and minimalist design • Help users recognize, diagnose, and recover from errors • Help and documentation Following the evaluation period, teams will be asked to report their findings and recommendations to the judges and audience. The judges will deliberate and announce the winner. Conclusion This alternative session will be an opportunity to potentially expose participants to a methodology they may not use often. It will also be an opportunity to have a hands-on learning experience for students who have not formally used this methodology in the real world. Most importantly this session is in continuation of the goal to continue to bring new, interesting, and disruptive sessions to the traditional “conference” format and attract UX practitioners.
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Silvy Milda Puspita. "Perancangan UI/UX Aplikasi Smart Farming Pandailadang Dengan Metode Lean UX Berbasis Mobile Pada Desa Bringinbendo." Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2, no. 2 (2024): 136–47. http://dx.doi.org/10.61132/jupiter.v2i2.122.

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Indonesia is an agricultural country, where agriculture is a strong supporting sector in the development of the industrial sector. One of the subsectors in the agricultural sector is the food crops subsector. Bringinbendo Village is a village where the majority of the population are rice farmers, where rice farming is one type of food crop sub-sector. The amount of rice production over the last five years has fluctuated, but the rhythm tends to decrease. The causes of poor production results are rice pests and diseases, weather conditions, and incorrect fertilizer dosage. Apart from that, not all young people today are interested in becoming rice farmers and continuing their parents' profession. The method used in this thesis research is using the Lean UX method. Meanwhile, the method used in testing in this thesis research is using Heuristic Evaluation and System Usability Scale (SUS). The result of this research is to produce a PandaiLadang application design, which is a prototype of the PandaiLadang application design. The results of testing carried out by users with Heuristic Evaluation, obtained excellent and good qualifications. Meanwhile, testing using the System Usability Scale received a very good score, which means that the UI/UX design of the PandaiLadang application that has been created does not need to be repaired.
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Pangkey, Mentari E. M., Xaverius B. N. Najoan, and Sary D. E. Paturusi. "Perancangan UI/UX Website UPT Bahasa menggunakan Heuristic Evaluation dan User-Centered Design." Jurnal Teknik Informatika 19, no. 02 (2024): 161–72. http://dx.doi.org/10.35793/jti.v19i02.53949.

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Abstract — In the continuously evolving digital era, websites have become a crucial platform for conveying information and interacting with users. Ensuring optimal user experience on websites is an increasingly emphasized aspect. User experience encompasses how users interact with a website and perceive their experience while using it. Currently, the Language Center at Sam Ratulangi University has not yet adopted Heuristic Evaluation and User Centered Design. In light of this issue, this research aims to enhance the quality of the user interface (UI) and user experience (UX) on the Language Center's website at Sam Ratulangi University using the Heuristic Evaluation method with a User Centered Design approach, focusing on a case study of the Language Center's website. Through the application of heuristic evaluation and user centered design, this research successfully redesigned the UI/UX for the Language Center's website. With a SUS score of 99 for the Remote test and 95.50 for the In Person test, a significant improvement in UI/UX is evident. This supports the vision of creating a more effective and efficient digital environment for the learning process and interaction between the institution and users. Keywords— Heuristic Evaluation; Language Center User Centered Design; UI/UX; Website; Abstrak — Dalam era digital yang terus berkembang, website telah menjadi salah satu platform yang sangat penting dalam menyampaikan informasi dan berinteraksi dengan pengguna. Untuk memastikan bahwa pengalaman pengguna pada website optimal, menjadi aspek yang semakin diperhatikan. Pengalaman pengguna mencakup bagaimana pengguna berinteraksi dengan website dan merasakan pengalaman saat menggunakannya. Website UPT Bahasa UNSRAT saat ini belum mengadopsi Heuristic Evaluation dan User Centered Design. Berdasarkan permasalahan tersebut maka dibuatlah penelitian ini yang bertujuan untuk meningkatkan kualitas antarmuka pengguna (UI) dan pengalaman pengguna (UX) pada website UPT Bahasa UNSRAT menggunakan metode Heuristic Evaluation dengan pendekatan User Centered Design dengan studi kasus website UPT Bahasa UNSRAT. Melalui penggunaan metode heuristic evaluation dan user centered design, Penelitian ini berhasil merancang kembali UI/UX untuk website UPT Bahasa UNSRAT. Dengan skor SUS sebesar 99 untuk Remote test dan 95.50 untuk In Person test, peningkatan yang signifikan dalam UI/UX dapat diidentifikasi, mendukung visi untuk menciptakan lingkungan digital yang lebih efektif dan efisien untuk proses pembelajaran dan interaksi antara lembaga dan pengguna. Kata kunci — UI/UX; UPT Bahasa; Situs Web; Evaluasi Heuristik; User Centered Design;
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Mulia, Radinka Frisia, Agussalim Agussalim, and Rizka Hadiwiyanti. "Desain UI/UX e-Marketplace UMKM Pastry & Bakery (Bakehouse) dengan Metode Lean UX." JTIM : Jurnal Teknologi Informasi dan Multimedia 7, no. 1 (2025): 34–52. https://doi.org/10.35746/jtim.v6i4.624.

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Micro, small, and medium enterprises (MSMEs) currently play a crucial role in the Indonesian economy. However, there are several challenges faced by MSME managers in Indonesia such as marketing and digitalization problems. In overcoming these challenges, MSMEs need help in managing business processes more effectively and efficiently, by using e-marketplaces. This e-marketplace application was designed using the Lean UX approach, which involves four key stages: declare assumption, create an Minimum Viable Product (MVP), run an experiment, feedback and research. The Lean UX method supports efficient digital platform development, focuses on customer needs, accelerates trend adaptation, and enhances customer experience and loyalty through feedback-driven iterations. The primary objective of this process is to facilitate the management of information about registered MSMEs in the pastry and bakery sector. Based on this study, the results showed that the design of the BakeHouse e-marketplace interface with the Lean UX approach was able to meet the declare assumption needs of users. After going through two iterations with design improvements, the evaluation results indicated a significant improvement compared to the first iteration. This is evidenced by the increase in score from 70 to 93 for the evaluation from MSMEs owners and a score of 67.5 to 89.5 for the evaluation from customers on the System Usability Scale assessment.
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Wijaya, Alek, and Fauzan Azhiman. "Enhancing UI/UX of The Smart Village System Website Using User-Centered Design Methods." PIKSEL : Penelitian Ilmu Komputer Sistem Embedded and Logic 11, no. 2 (2023): 207–20. http://dx.doi.org/10.33558/piksel.v11i2.6989.

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The Smart Village System is a platform specifically designed to help publicize village potential. Of course, it is very important to test UI/UX on sidespin websites which are still very far from perfect, so it becomes a question of whether the UI/UX sidespin is in line with the expectations of the community as the target user. This study intends to design UI/UX on sidespin websites by utilizing the UCD method which aims to improve interface quality, efficiency, and productivity as well as community satisfaction. The UI/UX design on this sidespin website uses the UCD method because several stages involve establishing a relationship and interaction between users. 5 people are willing to become User Personas who can provide input on user satisfaction which will be evaluated using a Heuristic Evaluation which will be combined with Survey Ratings. The results of this study state that all aspects of the satisfaction level of the User Persona are in the satisfied category. Recommendations were found to be developed by the Smart Village System Team, among others, in terms of the principles of Heuristic Evaluation 4, 5, and 6. Consistency and Standards have restructured sentences and are consistent from one page to another. Error Prevention has added many features to the sidespin and finally, Recognition rather than recall has implemented local and rural nuances on the page sidespin.
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Sanchis Font, Rosario, MARIA JOSE CASTRO BELDA, MARIA BEGOÑA JORDA ALBIÑANA, and LUIS LOPEZ CUERVA. "E-LEARNING UNIVERSITY EVALUATION THROUGH SENTIMENT ANALYSIS CENTERED ON USER EXPERIENCE DIMENSIONS." DYNA DYNA-ACELERADO (November 24, 2022): [ 5 pp]. http://dx.doi.org/10.6036/10603.

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The COVID-19 crisis increased the number of users of university online teaching, enhancing the importance of this learning format. Additionally, ISO 9241-210:2019 standard sets the international standards for the design of products, services and interaction systems from usability, accessibility, and user experience (User eXperience - UX) perspective. Then, in order to design interfaces and learning experiences that include motivations, feelings and needs of end users, it is necessary to previously evaluate the UX of these environments, with less general and/or laborious methods than those that currently exist. Therefore, this work aims to establish the basis of a method that allows to automatically evaluate the UX of online teaching platforms by analyzing the users' sentiment about specific aspects of their virtual learning experience. To do this, 2,035 users were surveyed about their online learning experience with a questionnaire and an open text field to give their opinion. The population surveyed were online postgraduate students of the Universitat de València and the Universidad Rey Juan Carlos, and university students of massive open online courses of the Universitat Politècnica de València. The opinions collected in Spanish from 476 students were processed with the commercial sentiment analysis and natural language processing tool MeaningCloud, to analyze the sentiment (positive, negative, or neutral) about aspects of their experience. The results present a new model that, on the one hand, ontologically classifies categories and aspects of online education with sentiment analysis techniques, and on the other hand, the model groups these categories according to UX criteria, presenting its own classification to facilitate the evaluation of online learning experiences in a concrete and automatic way. Keywords: user experience, UX, e-learning, virtual learning, sentiment analysis, data mining, MeaningCloud, natural language processing, university online learning, user centered design, UCD, NLP, VLE
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Hinderks, Andreas, Dominique Winter, Martin Schrepp, and Jörg Thomaschewski. "Applicability of User Experience and United States of Americability Questionnaires." JUCS - Journal of Universal Computer Science 25, no. (13) (2019): 1717–35. https://doi.org/10.3217/jucs-025-13-1717.

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To be successful, interactive products need to fulfil user expectations and create a positive user experience (UX). An established method to measure UX involves questionnaires. What we aim in this paper is to present a list of user experience and United States of Americability questionnaires and its applicability for different digital products. A total of 13 questionnaires on United States of Americability and UX were analysed for this paper, and 25 factors were extracted from those questionnaires. A study was conducted based on this collection of factors with N=61 students. The study investigated the perceived importance of United States of Americability and UX factors for seven digital products. The goal was to have a collection of United States of Americability and UX factors that could be combined for suitable products evaluation. The results of the study revealed that no questionnaire covered all the factors perceived important by the participants.
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Aristawati, Cindy, Fenina Adline Twince Tobing, Eunike Endariahna Surbakti, Jimmy Peranginangin, and Anjar Pinem. "IMPLEMENTATION OF HEURISTIC EVALUATION METHOD FOR EVALUATION AND RECOMMENDATIONS UI/UX DESIGN IMPROVEMENTS ON THE CINEPOLIS WEBSITE." IJNMT (International Journal of New Media Technology) 11, no. 2 (2025): 78–83. https://doi.org/10.31937/ijnmt.v11i2.3736.

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UI/UX is one of the most important elements of a website. One of the tasks of UI/UX is to make it easier to achieve a goal that the user wants. Cinépolis is a cinema that has been established in Indonesia since 2014. Cinépolis then launched its own website to make it easier for users to view movie information and order tickets. Based on the questionnaires that have been distributed and calculated using the System Usability Scale or SUS method, the Cinépolis website gets a score of 54.03 and is below the SUS standard of 68. The predicate obtained from the Cinépolis website is grade D with the predicate Poor. Heuristics are methods for finding interface problems to improve usability and user experience. The joint evaluation of 2 evaluators showed that there were 20 problems on the Cinépolis website based on 10 heuristic principles, while the evaluation of the Cinépolis website improvement prototype with 1 other evaluator found 5 problem findings based on 10 heuristic principles on the Figma prototype. The prototype that has been implemented gets a final score of 88.01 using the SUS calculation based on the questionnaire data that has been distributed. The final predicate obtained from the Cinépolis repair website is grade A with the predicate of Excellent.
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Septiani Kurnia and Nur Nawaningtyas. "Analisis Interaksi Pengguna dalam Desain User Interface dan User Experience yang Lebih Baik Menggunakan Metode Heuristik." Jurnal Teknik Mesin, Industri, Elektro dan Informatika 3, no. 4 (2024): 113–19. http://dx.doi.org/10.55606/jtmei.v3i4.4433.

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Effective User Interface (UI) and User experience (UX) design relies heavily on good interactions between users and the system. One approach to improving the quality of these interactions is to use heuristic methods. This method allows designers to spread the usability of an interface based on certain principles, such as readability, consistency, feedback, and efficiency. This study reviews how heuristic methods can be applied to identify potential problems in UI/UX design and provide solutions to create a better user experience. By transmitting designs through heuristic criteria, designers can quickly find errors that may not be visible in conventional trials, thereby accelerating system improvement and refinement. In addition, user interaction analysis through this method also provides a more systematic guide to designing UI/UX that is responsive to user needs, both visually and functionally. This study highlights the importance of using interactive heuristic evaluation in the product development cycle to ensure optimal user experience quality. The results of applying this method show increased navigation efficiency, better user engagement, and decreased user error rates.
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Gorantla, Bhargavi, and Sreenath Devineni. "Evaluation of User Experience (UX) Design for Emerging Technologies." 3 1, no. 3 (2023): 39–47. http://dx.doi.org/10.46632/cset/1/3/6.

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The unique challenges inherent in designing for emerging technologies. As these technologies often lack established design principles, UX designers are confronted with the task of navigating uncharted territory. This section examines the complexities associated with understanding user behaviors, expectations, and preferences when interacting with cutting-edge technologies. Adaptive design, user-centered approaches, and iterative prototyping are among the strategies discussed to ensure a user-centric approach that accommodates the evolving nature of these technologies. Special attention is given to the integration of human-computer interaction (HCI) theories and cognitive psychology principles to enhance the overall user experience. UX design for emerging technologies places humans at the center of technological innovation. Research in this area ensures that new technologies align with user needs, preferences, and behaviors, fostering a more natural and intuitive interaction between users and technology. The dynamic nature of emerging technologies necessitates continuous adaptation. Research in UX design provides insights into evolving user expectations, enabling designers and developers to future-proof their practices. This adaptability ensures that design solutions remain relevant and effective as technologies advance. The COPRAS-G method requires identifying selection criteria; evaluating information related to these criteria, and developing methods to evaluate Meeting the participant's needs Criteria for doing in order to assess the overall performance of the surrogate. Decision analysis involves a Decision Maker (DM) Situation to do consider a particular set of alternatives and select one among several alternatives, usually with conflicting criteria. For this reason, the developed complexity proportionality assessment (COPRAS) method can be used. From the result Voice Assistant is got the first rank whereas is the VR headset is having the lowest rank.
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Podajow, Devid Riswandy, Dedi I. Inan, Ratna Juita, Marlinda Sanglise, and Natasya Yusinta Subay. "Design and Evaluation of User Interface Usability for Junior High School Websites in West Papua Province Using System Usability Scale." Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi 13, no. 2 (2024): 946. https://doi.org/10.35889/jutisi.v13i2.1870.

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<p class="Abstract"><em>The primary emphasis of this study lies in utilizing the System Usability Scale (SUS) method to assess the User Interface (UI) and User Experience (UX) design. The objective is to enhance the accessibility of information at SMP YPK 01 Manokwari, a school currently facing challenges due to the absence of an official website. By concentrating on designing a user-friendly UI, this research aims to facilitate users' ease in accessing information. Through the SUS method, the UI/UX design is thoroughly evaluated to ensure optimal usability. Findings from the questionnaire, which involved 33 respondents, revealed a commendable SUS score of 83.26, categorizing the tested UI/UX design as "excellent." Consequently, the prototype UI/UX design of the SMP YPK 01 Manokwari website has been effectively developed, showcasing a high level of usability.</em><em></em></p><p class="Abstract"><em>Keywords: </em><em>Design; S</em><em>ystem usability scale; User interface; User experience; Website.</em></p><p align="center"><strong> </strong></p><p align="center"><strong>Abstrak</strong></p><p>Penelitian ini difokuskan pada penggunaan metode <em>System Usability Scale</em> (SUS) untuk menilai desain Antarmuka Pengguna (UI) dan Pengalaman Pengguna (UX). Tujuannya adalah untuk meningkatkan aksesibilitas informasi di SMP YPK 01 Manokwari, sebuah sekolah yang saat ini menghadapi tantangan akibat ketiadaan situs web resmi. Dengan berfokus pada merancang UI yang ramah pengguna, penelitian ini bertujuan untuk memudahkan pengguna dalam mengakses informasi. Melalui metode SUS, desain UI/UX dievaluasi secara menyeluruh untuk memastikan penggunaan yang optimal. Temuan dari kuesioner, yang melibatkan 33 responden, mengungkapkan skor SUS yang memuaskan sebesar 83.26, mengkategorikan desain UI/UX yang diuji sebagai "excellent". Akibatnya, desain <em>prototype</em> UI/UX dari situs web SMP YPK 01 Manokwari telah berhasil dikembangkan, menunjukkan tingkat kegunaan yang tinggi.</p><p> </p>
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Hashim, Nor Laily, Norhanisha Yusof, Azham Hussain, and Marhaiza Ibrahim. "User Experience Dimensions for E-procurement." Journal of Information and Communication Technology 21, no. 4 (2022): 465–94. http://dx.doi.org/10.32890/jict2022.21.4.1.

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The use of e-procurement is needed for business transactions, especially regarding procurement activities. However, system usersalways demand and expect to use the system without problems. Existing studies on e-procurement do not focus on user experience(UX). Only a few studies have identified dimensions for UX evaluation; however, they are for e-government online services and construction. Identifying the UX dimensions for e-procurement is important for measuring user experience to provide better services. Therefore, this study attempted to investigate and determine the dimensions of user experience for e-procurement. The method for selecting articles was adopted from the Preferred Reporting Items for Systematic Reviews and Meta-Analysis (PRISMA). The study analysed the data using thematic analysis based on the Systems and software Quality Requirements and Evaluation (SQuaRE) standards, such as ISO 25022:2016 and ISO 25023:2016, as guidance. The findings showed that among the most used UX dimensions in the e-procurement literature were satisfaction, security, transparency, efficiency, and reliability. Other UX-related dimensions identified from the review were usability, compatibility, effectiveness, performance efficiency, functional suitability, attractiveness, explainability, fairness, and visibility. The study was conducted to identify the UX dimensions for e-procurement from literature studies by organising them using ISO 25022:2016 and ISO 25023:2016 standards. This study could serve as a guideline for designers, developers, and researchers to develop an e-procurement system by referring to the proposed UX dimensions to produce a positive user experience. Moreover, the findings are beneficial to practitioners on software quality attributes.
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Tsaqif, Muhammad Zahid, Erna Piantari, and Erlangga Erlangga. "Designing UI/UX for Web-Based Evaluation in Artificial Intelligence E-Learning to Determine Learning Motivation with Design Thinking Approach." Jurnal Guru Komputer 4, no. 1 (2023): 21–30. http://dx.doi.org/10.17509/jgrkom.v4i1.64138.

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E-Learning is a solution to increase knowledge and skills. One of them is learning Artificial Intelligence (AI). Based on this, AI can be learned through web-based e-learning, one of which is on the eCraft2Learn web. The eCraft2Learn website is an e-learning about AI that applies block-based programming to its learning. However, the evaluation feature has not been facilitated on the web. While in the educational process, learning evaluation is a factor that needs to be considered to determine the extent to which students master learning and diagnose student learning difficulties. Based on field studies conducted to students at SMK Negeri 4 Bandung, pain points were obtained from their experience in using online-based learning evaluations. Thus, it is necessary to design a User Interface and User Experience (UI/UX) learning evaluation on eCraft2Learn to overcome these pain points using the Design Thinking method. This design is carried out through five stages, namely Empathize, Define, Ideate, Prototype, and Test. With this design, a UI/UX design is produced that can increase students' intrinsic motivation when doing evaluations. Intrinsic motivation is significantly related to the completion of a task. Therefore, the measurement results from user experience through the User Experience Questionnaire (UEQ) are above average, and the UI/UX design that has been designed has a positive effect on the interest or pleasure subscale and the perceived choice subscale.
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Laib, Magdalena, Christina Haspel, Christopher Stockinger, et al. "Wellbeing at Work—Emotional Impact on Workers Using a Worker Guidance System Designed for Positive User Experience." Multimodal Technologies and Interaction 6, no. 10 (2022): 87. http://dx.doi.org/10.3390/mti6100087.

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Wellbeing at work can be achieved through different strategies; designing for a positive user experience (UX) is one way. However, the relationship between wellbeing and professionally used technology is rather unexplored, especially in work areas that are far from desktop work such as worker guidance systems (WGSs) used in assembly processes. In this paper, we first described a qualitative evaluation (using the valence method) of a prototype WGS designed for a positive UX. The evaluation showed that it elicited far more positive than negative feelings. Based on the results, we improved and redesigned the prototype. We then implemented it in a realistic setting and quantitatively compared it with an established WGS. It was shown that the prototype elicited more positive feelings than the established system, whereas there were no differences in the number of negative markers. Thus, one can assume that the improvement of UX in the redesigned system was due to the positive UX design concepts. However, there were no significant differences in the mood questionnaires. The paper showed that positive experiences at work can be achieved when the design of professional technology is focused on a positive UX. Long-term studies should further investigate whether these experiences lead to a generally elevated mood.
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Nugroho, Heri Setyo, Anisa Herdiani, and Rosa Reska Riskiana. "Evaluation UX Design on GGWP Tourney Application Using HCD and Heuristic Evaluation Methods." Journal of Computer System and Informatics (JoSYC) 3, no. 4 (2022): 229–38. http://dx.doi.org/10.47065/josyc.v3i4.2168.

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The rapid developments in technology make the information spread faster, especially in the electronic sports industry (eSports). Game tournament information is essential to gamers since they strive to obtain accurate and easy-to-understand information about esports. The GGWP Tourney application is a mobile application that provides information and means to purchase e-sports competitions online. However, the GGWP Tourney application is still in the development stage so there are still many user experience problems, especially in the usability and journey of the application. Therefore, analysis and evaluation of the usability of the GGWP Tourney application are carried out so that it is in accordance with what users expect. In this study, usability evaluation was carried out using Heuristic Evaluation as a method of evaluating usability values and designing solutions using the Human Centered Design (HCD) method according to user perceptions based on the results of the evaluation carried out. The evaluation has been carried out in two stages, namely the initial stage and the stage after designing the solution design. The results of the initial evaluation found 12 problems and the severity rating value had an average greater than 2 so improvements were made to the application user interface. While the second evaluation stage in the solution design shows the number of problems found only 3 and the severity rating value is less than 2 so that no further repairs are carried out. Based on these results, the heuristic evaluation method can reduce the number of problems in the GGWP Tourney application from 13 problems to 3 remaining problems. This methods be used to determine the usability value of an application that can be used to improve the user experience of the application.
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Kim, Yong Min, Ilsun Rhiu, Minshik Rhie, Hye Seon Choi, and Myung Hwan Yun. "Current State of User Experience Evaluation in Virtual Reality: A Systematic Review from an Ergonomic Perspective." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (2019): 1274–75. http://dx.doi.org/10.1177/1071181319631080.

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Virtual reality (VR) is receiving enough attention to be regarded as a revival era and technologies related to the implementation of VR systems continue to evolve. VR systems are applied not only in entertainment but also in various fields such as medicine, rehabilitation, education, engineering, and military (Aïm, Lonjon, Hannouche, & Nizard, 2016; Howard, 2017; Lele, 2013). In particular, low-cost and immersive VR systems are commercialized to the general public, accelerating the revival of VR (Wang & Lindeman, 2015). In VR system, the research from the viewpoint of human–computer interaction and user experience (UX) is required to provide a high sense of immersion to the user. Therefore, the purpose of this study is to provide a structural methodology for classifying current VR researches and to review UX evaluation of VR systems systematically to identify research trends and to clarify future research directions. This study followed systematic review protocol of (PRISMA) (Liberati et al., 2009). To cover a broad spectrum of perspectives of engineering and medical fields, six web databases were selected: Scopus, Web of Science, Science direct, IEEE Xplore, EBSCO, and ProQuest. The main search keywords were virtual reality and user experience. These two words can be used in acronyms or other words. As a result, four and three words were chosen for virtual reality and user experience, respectively (‘virtual reality’, ‘virtual environment’, ‘VR,’ and ‘VE’ were chosen as keywords for virtual reality, ‘user experience’, ‘UX,’ and ‘human experience’). In addition, the journal articles in English were searched only. After the screening process was completed, final articles were selected based on the full-text. In this process, there were two essential selection conditions. The selected articles should use VR system and evaluate UX component. No restrictions other than these conditions were made. As a result, 78 articles were found to be consistent with the purpose of this study. As a result, there were two main points of discussion about UX studies in a VR system. The first is related to the implementation of equipment and technology including input devices, output devices, feedback forms, platforms, and applications. The other is related to research methods including user characteristics, interactions, and evaluation method. With respect to hand input devices, conventional input devices such as keyboards and game pads were used in many cases compared to trackable devices. However, as implementation techniques for natural interaction such as gesture recognition or real-time tracking of the body parts have been extensively developed, UX research needs to be conducted on VR systems that apply these techniques. In relation to feedback, stimuli other than visual stimuli were not frequently provided. Since providing multiple types of stimuli simultaneously may increase the user’s immersion and sense of reality, it is necessary to intensively study the effect of multi-sensory feedback in the future. In addition, there is a lack of academic research on CAVE and motion platforms. Though CAVE and motion platforms are difficult to set up for experimentation because they are expensive to build and require large space, there is a need to continually expand the UX research on this platform since the public will have more opportunities to access these platforms. Regarding research methods, most of the studies have focused on subjective measurements, quantitative research, laboratory experiments, and episode UX. To comprehensively understand the overall UX, it is necessary to conduct a qualitative study such as observation of subjects experiencing a VR system, think aloud, or deep interview with them, rather than evaluating UX only through a questionnaire. In addition, there was no case in which UX was evaluated in terms of momentary UX. However, there is a limit to evaluating the subjective measurement such as immersion, presence, and motion sickness during usage by directly asking the user, since the VR system provides an immersive environment to the user. Thus, behavioral characteristic or physiological signal of users can be used as one of the evaluation indicators of these measurements. Today, new VR systems are emerging and VR-related technologies are expected to evolve steadily. In this context, the findings can contribute to future research directions and provide insights into conducting UX evaluation in VR system.
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Afandi, Fikry Aldi, and Supriyadi Supriyadi. "ANALYSIS OF UI & UX DRIVER MOBILE SYSTEM USING HEURISTIC EVALUATION METHOD." Jurnal Techno Nusa Mandiri 21, no. 1 (2024): 44–50. http://dx.doi.org/10.33480/techno.v21i1.4634.

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In the 4.0 era, user interface and user experience are considered key factors in the development of digital products, especially mobile applications. The progress and performance of the application is facilitated by the user interface and user experience applied to the application. Apart from presenting an attractive application appearance, implementing a user interface and user experience for an application makes using the application easier. DMS Mobile is an information system application used by drivers which is an information system application that is easy to use for drivers to run their work activities smoothly. Testing the user interface and user experience with the user experience, in this case the driver, can be a reference for assessing the DMS Mobile application. In this user aspect approach, the researchers carried out an evaluation through a questionnaire which would be answered by respondents from PT drivers. Seino Indomobil Logistic with simple random sampling. From the research results that need to be improved, namely the criteria for User control and freedom and Flexibility and efficiency of use which still have minimal percentages. The results obtained from calculations using the heuristic method are, the age criteria of respondents aged 18 - 25 years have a percentage of 9.2% of the total respondent data, while the second is that the age of respondents is 26 - 33 years with 46.1%, and the age criteria of respondents lastly at 34 – 40 years with 44.7%.To improve it, the author used several steps, namely improving the user interface (UI), and user testing to improve the interface so that it is easier to use.
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ABDUL GHANI, MOHAMAD SHAHFIK AFENDI, and SYADIAH NOR WAN SHAMSUDDIN. "DEFINITIONS AND CONCEPTS OF USER EXPERIENCE (UX): A LITERATURE REVIEW." International Journal of Creative Future and Heritage (TENIAT) 8, no. 1 (2020): 130–43. http://dx.doi.org/10.47252/teniat.v8i1.292.

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Kefahaman berkenaan konsep pengalaman pengguna (UX) adalah berbeza bagi setiap individu bergantung kepada latar belakang seseorang dan daripada industri mana mereka dikaitkan. ia juga dipengaruhi oleh latar belakang dan minat pengkaji itu sendiri. Kepelbagaian versi berkenaan konsep UX ini akan mengelirukan pembaca yang kurang berpengalaman. Selain itu, sehingga kini sesetengah pengkaji bersetuju bahawa UX dan Kebolehgunaan (Usability) tidak mempunyai perbezaan asas yang jelas terutamanya dalam kaedah pengukurannya. Oleh yang demikian, tujuan penulisan ini adalah untuk mengkaji dan mendedahkan definisi dan konsep UX secara komprehensif. Penulisan ini bermula dengan mengenalpasti elemen-elemen UX yang ditemui di dalam penulisan kajian-kajian terdahulu dan seterusnya mengetengahkan perbezaan di antara konsep UX dan Kebolehgunaan (Usability). Berdasarkan kajian literatur, penulisan ini mencadangkan bahawa pengukuran UX boleh dibuat berdasarkan elemen-elemen UX seperti Kebolehgunaan (Usability), Nilai (Value) dan Relevan, Kebolehcapaian (Accessibility), Kemudah gunaan (Ease of Use), Kualiti Hedonic dan Pragmatic, dan Daya Tarikan/ Estetik. Kesimpulannya, UX merupakan lanjutan daripada konsep Kebolehgunaan (Usability) yang melangkaui Keberkesanan (Effectiveness), Kecekapan (Efficiency) dan Kepuasan (Satisfaction). Oleh yang demikian, UX adalah sesuatu yang berkaitan dengan persepsi manusia yang mana bertindak balas terhadap produk, sistem atau servis apabila pengguna mengambil bahagian atau menggunakannya.
 
 Different people have different understandings of the User Experience (UX) concepts depending on the background of the people and from which industries they are associated to. It is also influenced by the background and interest of the researchers itself. This various versions of UX concept could confuse naïve readers. Moreover, some researchers also agreed that there is vague differences between UX and Usability particularly in their method of measurements.. Therefore, the objective of this paper is to investigate and synthesis on the definition and concepts of UX comprehensively. This paper begins with the identification of the commonly mentioned elements of UX elements in the published research papers and then followed by the differences between the concepts of UX and Usability.. Based on the literature investigation this paper proposes that UX evaluation should consider the UX elements that include Usability, Value and Relevance, Accessibility, Ease of use, Hedonic and Pragmatic Quality, and Visual attractiveness/ Aesthetic. In additional, UX aspect is an extension to the usability concept which is beyond the Effectiveness, Efficiency and Satisfaction. As a conclusion, UX is something to do with human perceptions which responses towards the product, system or service when they have participated with or used it.
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Romadhoni, Muhammad Novid, and Teduh Dirgahayu. "Evaluasi dan Redesain UI/UX pada Aplikasi Web Young on Top." Jurnal Indonesia : Manajemen Informatika dan Komunikasi 5, no. 3 (2024): 2390–401. http://dx.doi.org/10.35870/jimik.v5i3.909.

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The youth community plays a vital role in supporting the career development of young people. In this context, the user interface (UI) and user experience (UX) of the Young On Top web application play a crucial role. The app experienced UI/UX-related challenges, such as issues with image size, information completeness, and layout inconsistencies, which directly impacted user confusion. The research method used involved a usability evaluation with the System Usability Scale (SUS) as well as interviews with participants, both new and experienced users. The redesign focused on improving the layout, color consistency, and adding important information on various pages such as registration, events, career, shop, and articles. These changes significantly improved the appearance and user experience. This research emphasizes the importance of evaluation and improvement in UI/UX to improve the quality and user satisfaction of the Young On Top web application. Thus, the alignment between users' needs and ease of interaction with the application can be optimally realized.
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43

Saleh, Ashraf Mousa, Hayfa. Y. Abuaddous, Odai Enaizan, and Fahad Ghabban. "User experience assessment of a COVID-19 tracking mobile application (AMAN) in Jordan." Indonesian Journal of Electrical Engineering and Computer Science 23, no. 2 (2021): 1120–27. https://doi.org/10.11591/ijeecs.v23.i2.pp1120-1127.

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This study assesses the user experience of a COVID-19 tracking application, as employed as a case study of AMAN mobile application based on user experience. This paper proposed an assessment of user experience (UX) for AMAN application (COVID-19 tracking mobile application in Jordan) by implementing a user experience questionnaire tool. The study aims to get feedback and identify UX based on user interaction and usage with the tracking application. The data are taken from 1208 participants who have experience using the application; an online questionnaire was implemented and distributed through social media groups. The research method that was adopted used the instrument from user experience questionnaire (UEQ) of Arabic and English versions. The results from the UX assessment using UEQ showed that there are four scales which are categorized as excellent; they are Attractiveness (Mean=1.9), Efficiency (Mean=2.4), Dependability (Mean=2.1), Stimulation (Mean=1.8), while the two scales on the benchmark of good are Perspicuity (Mean=2.0) and Novelty (Mean=1.6). From the scores, above < 0.8 show a positive evaluation. All scores are above >0,08 indicating that the evaluation of UX has a positive impression. It can be concluded that the AMAN application is very good – satisfying users to track infected cases of COVID 19.
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Guruh Anang Setyadi and Aries Widiyoko. "User Experience Evaluation of Online Registration System at RSUP Surakarta Using the UEQ Method." International Journal of Public Health 2, no. 2 (2025): 09–16. https://doi.org/10.62951/ijph.v2i2.414.

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The rapid advancement of digital technology has transformed healthcare services, including the implementation of online registration systems in hospitals. RSUP Surakarta has operated an online patient registration system since 2021 to reduce wait times and improve service efficiency. However, no formal evaluation has been conducted from the user experience (UX) perspective. This study aims to evaluate the UX of RSUP Surakarta’s online registration system using the User Experience Questionnaire (UEQ) method. A descriptive quantitative approach was employed with accidental sampling involving 100 respondents who had used the system in 2024. The UEQ measured six aspects: Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty. Results revealed that all aspects scored positively, with Attractiveness (1.920) and Dependability (1.810) reaching the “Excellent” benchmark. Perspicuity (1.863) and Efficiency (1.868) also showed strong scores, while Stimulation (1.693) and Novelty (1.130) scored lower in the “Good” category. These findings suggest that although the system is well-received, improvements are necessary in terms of user engagement and innovation. Enhancing the user interface and enriching system features are recommended to optimize user satisfaction and ensure alignment with patient-centered service standards. This study contributes to digital service evaluation practices in public healthcare by providing empirical insights into user perceptions and expectations.
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45

Hidayah, Nur Aeni, and Kaila Yusri Salsabilla. "USER EVALUATION ANALYSIS OF THE TICKET PURCHASING FUNCTION IN THE M.TIX APPLICATION USING THE USABILITY SCALE (SUS) METHOD." JURNAL PERANGKAT LUNAK 5, no. 2 (2023): 200–209. http://dx.doi.org/10.32520/jupel.v5i2.2628.

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ABSTRACT
 The M.TIX application has several features that can be accessed anytime and anywhere. There are still some user complaints against the currently operating M.TIX application. One of them concerns the look and feel of the UI/UX which seems old-fashioned and unattractive. The purpose of this study is to analyze user ratings of the M.TIX ticket purchasing function using the system usability scale (SUS) method and recommend user interface improvements to the original application. Data collection was carried out by distributing Likert scale questionnaires online via the Google form, where the number of research samples was 61 people. The results of this study indicate that the average SUS score for the ticket purchasing function of the M.TIX application is 68.5 which is included in the Very High, OK category and is given the title D. Based on this, UI/UX needs to be improved, and see also the performance of the application. M. TIX
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46

Saleh, Ashraf Mousa, Hayfa Y. Abuaddous, Odai Enaizan, and Fahad Ghabban. "User experience assessment of a COVID-19 tracking mobile application (AMAN) in Jordan." Indonesian Journal of Electrical Engineering and Computer Science 23, no. 2 (2021): 1120. http://dx.doi.org/10.11591/ijeecs.v23.i2.pp1120-1127.

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<p>This study assesses the user experience of a COVID-19 tracking application, as employed as a case study of AMAN mobile application based on user experience. This paper proposed an assessment of user experience (UX) for AMAN application (COVID-19 tracking mobile application in Jordan) by implementing a user experience questionnaire tool. The study aims to get feedback and identify UX based on user interaction and usage with the tracking application. The data are taken from 1208 participants who have experience using the application; an online questionnaire was implemented and distributed through social media groups. The research method that was adopted used the instrument from user experience questionnaire (UEQ) of Arabic and English versions. The results from the UX assessment using UEQ showed that there are four scales which are categorized as excellent; they are Attractiveness (Mean=1.9), Efficiency (Mean=2.4), Dependability (Mean=2.1), Stimulation (Mean=1.8), while the two scales on the benchmark of good are Perspicuity (Mean=2.0) and Novelty (Mean=1.6). From the scores, above < 0.8 show a positive evaluation. All scores are above >0,08 indicating that the evaluation of UX has a positive impression. It can be concluded that the AMAN application is very good–satisfying users to track infected cases of COVID 19. </p>
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47

Akhrian Syahidi, Aulia, and Herman Tolle. "Evaluation of User Experience in Translator Applications (Banjar-Indonesian and Indonesian-Banjar) Based on Mobile Augmented Reality Technology using the UX Honeycomb Method." Journal of Games, Game Art, and Gamification 6, no. 1 (2021): 7–13. http://dx.doi.org/10.21512/jggag.v6i1.7430.

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The translator application from Banjar Language to Indonesian is called BandoAR and vice versa from Indonesian to Banjar Language which is called NdoBAR. Both applications utilize Mobile Augmented Reality technology with the Optical Character Recognition (OCR) Method for word recognition in the detected image. This application is recommended and used to help tourists visiting the city of Banjarmasin to be able to understand the language used by local people as a means of communication and for the general public who want to know the peculiarities of the Banjar language itself. The purpose of this study was to evaluate the user experience of the BandoAR and NdoBAR applications. The method used is UX Honeycomb, which has seven aspects to assess the user experience of an application. A total of 50 respondents were presented to assess the two applications. The results showed that the BandoAR application had an average UX Honeycomb value of 4.91 with a Very Strongly Agree predicate and for the NdoBAR application, an average value of UX Honeycomb was 4.89 with a Very Strongly Agree predicate. Both applications have fulfilled aspects of the user experience. However, we need some fixes for the shortcomings of both apps, to continue to improve interactions, better user experience, and other smart capabilities.
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48

Andika, Rendi, and Dram Renaldi. "Heuristic Evaluation of UI/UX to Enhance Experience and Sales in E-commerce." bit-Tech 7, no. 2 (2024): 224–51. https://doi.org/10.32877/bt.v7i2.1730.

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User experience and interface (UI/UX) are critical elements in e-commerce websites, where an unattractive design and lack of user engagement can negatively impact potential sales. This study was conducted to evaluate the effectiveness of the UI/UX on a company's e-commerce website, which has received complaints from users regarding the interface design and low purchase interest. The evaluation was conducted using the Heuristic Evaluation method, applying Nielsen's 10 principles with three evaluators to identify interface issues affecting user experience. The results of the study revealed significant weaknesses in three main principles: "Visibility of System Status," "Match Between System and the Real World," and "Help and Documentation." Each of these principles received a score of category 2 on the Likert Scale, indicating substantial usability weaknesses in the UI. Solutions implemented included improving icon visibility, providing clearer system feedback, using more understandable language, and adding comprehensive online guidance. After these improvements, a re-evaluation showed score increases: "Visibility of System Status" improved from 38.4% to 49.6%, "Match Between System and the Real World" from 38.4% to 51.2%, and "Help and Documentation" from 37.6% to 48.8%. These findings indicate that UI/UX improvements based on Heuristic Evaluation can enhance the overall user experience, which is expected to help the company attract potential buyers and increase sales potential through the e-commerce website.
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Mohammad, Zarour. "A rigorous user needs experience evaluation method based on software quality standards." TELKOMNIKA Telecommunication, Computing, Electronics and Control 18, no. 5 (2020): 2787~2799. https://doi.org/10.12928/TELKOMNIKA.v18i5.16061.

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Our lives, nowadays, are digital. We, as humans, are using software applications in all our life aspects to meet our daily objectives and fulfill our needs. Software solutions that comprise mobile apps are widely spread, users can select from hundreds of available software solutions that fit their needs. Accordingly, user needs are becoming intricate and the software organizations are competing high to satisfy user requirements and the desires for better quality. This competition is not about satisfying the functional requirements but also satisfy user experience as well. Accordingly, studying, measuring, and improving user experience is crucial for the success of any software product. This research focuses on evaluating user experience needs by developing user experience needs evaluation method based on three main disciplines the user experience framework, the evaluation theory concept, and the ISOsoftware quality standards ISO/IEC 25022 and ISO/IEC 25023. Although these disciplines are available in the literature, they are not linked together to complete the mosaic picture of developing a UX evaluation method. Linking there three disciplines led to systematically identify the necessary evaluation criteria to evaluate user needs experience.
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Yanfika, Helvi, Ridho Sholehurrohman, and Igit Sabda Ilman. "Perancangan Website KKN Universitas Lampung Dengan Pendekatan User-Centered Design." Jurnal Pepadun 5, no. 3 (2024): 299–307. https://doi.org/10.23960/pepadun.v5i3.243.

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Information and Communication Technology (ICT) has been widely implemented in education, serving not only as a learning medium but also as a tool for sharing information and assisting in decision-making. This is evident in the BP KKN (Community Service Program) at the University of Lampung (Unila), which utilizes a website as a medium for disseminating information. The KKN Unila website currently focuses on providing information related to KKN activities, including general information, activities, students, and other relevant details. Effective information delivery through a website requires not only clear presentation but also a well-designed user interface (UI) to enhance user experience (UX), ensuring ease of access and comprehension. UX encompasses more than just visual aspects, extending to user feelings, thoughts, sensations, and actions during system interactions. A well-designed UX aims to create interactive, user-friendly systems that are practical and convenient for users. Achieving a high-quality UX requires a human-centered system design approach. User-Centered Design (UCD) is one such method, involving users in the development process. This study focuses on redesigning the KKN Unila website using the UCD approach. User experience evaluation in this research employs the User Experience Questionnaire (UEQ), targeting improvements in key UX aspects, including Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty.
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