Academic literature on the topic 'UX scale'

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Journal articles on the topic "UX scale"

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Smith, Danielle, Steve Fadden, Melissa Meingast, Michelle Peterson, and Anna Rowe. "User Feedback at Scale." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (2016): 349–53. http://dx.doi.org/10.1177/1541931213601079.

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A strong User Experience (UX) discipline has become a business imperative across commercial industry. Accordingly, Human Factors professionals may be part of UX teams in large organizations designing enterprise systems (business-to-business technologies that serve as corporate back-ends or enabling technologies for other products). These teams integrate user research into their design processes by using methods that are similar to consumer product researchers, but often differ in terms of scope and timeline. This panel aims to share best practices and lessons learned in business-to-business UX
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Nakamura, Walter Takashi, Leonardo Carneiro Marques, Luis Rivero, Elaine H. T. De Oliveira, and Tayana Conte. "Are scale-based techniques enough for learners to convey their UX when using a Learning Management System?" Revista Brasileira de Informática na Educação 27, no. 01 (2019): 104. http://dx.doi.org/10.5753/rbie.2019.27.01.104.

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As technology evolves, learning institutions have sought to invest in new learning technologies. Many universities have been adopting platforms designed to support the learning process, called Learning Management Systems (LMSs), to complement face-to-face learning, as well as to support distance learning. This widespread adoption of LMSs raises the need for evaluating them regarding aspects related to quality in use, such as User eXperience (UX). UX is very important in e-learning context, given that it may influence learner’s attitude towards the use of the LMS. Despite its importance, few st
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Putri, Masyita Insyra, Erna Piantari, and Enjun Junaeti. "Development of UI / UX Design in Web-Based Artificial Intelligence Learning on Student Learning Motivation with a User-centered Design Approach." Jurnal Guru Komputer 4, no. 1 (2023): 11–20. http://dx.doi.org/10.17509/jgrkom.v4i1.64140.

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Artificial Intelligence (AI) is a study of intelligent machines. Starting from elementary school, children should have the opportunity to learn computer science, both from computational thinking and programming. Based on that case, an e-learning platform that discusses AI with block-based programming was created, namely eCraft2Learn. Based on the results of field studies, the measurement of user experience and user interface shows the "bad" category on each scale. Whereas in e-learning, UI/UX is the point of interaction as the key in achieving educational goals. It is necessary to develop UI/U
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Anshari, Muhammad Rifqi, Adam Prayogo Kuncoro, and Pungkas Subarkah. "DESIGNING UI/UX FOR ELEMENTARY SCHOOL E-LEARNING USING DESIGN THINKING METHOD." JURTEKSI (Jurnal Teknologi dan Sistem Informasi) 10, no. 3 (2024): 575–82. http://dx.doi.org/10.33330/jurteksi.v10i3.3177.

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Abstract: Advances in technology and the internet have an impact on various daily activities, including the teaching and learning process. E-learning facilitates flexible learning without being constrained by space and time constraints. With e-learning, subject matter can be delivered consistently and more standardly than conventional learning which depends on the conditions of the teacher or instructor. One school in Banjarnegara Regency faced problems with students who had difficulty in learning, especially English. The learning media owned is limited to package books only. Therefore, school
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Silalahi, Mario Rudy, Laureta Mauren Michelli, Hesny Umayasyah, Dika Alim Mu’adin, and Bita Parga Zen. "Evaluasi Heuristik Dan System Usability Scale UI/UX pada Aplikasi “Makan Kuy”." Jurnal Ilmiah Media Sisfo 18, no. 1 (2024): 57–67. http://dx.doi.org/10.33998/mediasisfo.2024.18.1.1475.

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Penggunaan teknologi informasi melalui perangkat mobile telah membawa perubahan signifikan dalam sektor industri makanan, khususnya dengan munculnya aplikasi pemesanan makanan. Penelitian ini berfokus pada evaluasi UI/UX aplikasi "Makan Kuy" menggunakan Design Sprint dengan metode System Usability Scale (SUS) dan Heuristic Evaluation. Evaluasi SUS memberikan gambaran kuantitatif mengenai kepuasan dan persepsi pengguna terhadap aplikasi, sedangkan Heuristic Evaluation digunakan untuk mengidentifikasi masalah kegunaan pada antarmuka pengguna. Hasil evaluasi menunjukkan nilai SUS sebesar 75, mena
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Marthasari, Gita Indah, Firman Noor Praadita, and Briansyah Setyo Wiyono. "Aplikasi Metode Lean User Experience dan System Usability Scale pada Analisis, Perancangan, dan Evaluasi Antarmuka Aplikasi Mobile." Jurnal Teknologi Informasi dan Ilmu Komputer 12, no. 2 (2025): 263–74. https://doi.org/10.25126/jtiik.1225762.

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Sistem i-Lab merupakan aplikasi berbasis web untuk mendukung pelaksanaan praktikum di Departement Informatika Universitas Muhammadiyah Malang (UMM). Namun, sistem berbasis web yang saat ini digunakan dianggap belum memenuhi kebutuhan sebagian besar pengguna yang lebih sering menggunakan mobile phone. Berdasarkan survey awal, aplikasi mobile i-Lab diharapkan memiliki tampilan yang menarik dan user experience yang memuaskan. Oleh karena itu, tujuan penelitian ini adalah merancang antarmuka pengguna pada aplikasi iLab mobile menggunakan pendekatan Lean User Experience (Lean UX). Lean UX dianggap
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Marthasari, Gita Indah, Firman Noor Praadita, and Briansyah Setyo Wiyono. "Aplikasi Metode Lean User Experience dan System Usability Scale pada Analisis, Perancangan, dan Evaluasi Antarmuka Aplikasi Mobile." Jurnal Teknologi Informasi dan Ilmu Komputer 12, no. 2 (2025): 263–74. https://doi.org/10.25126/jtiik.2025125762.

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Sistem i-Lab merupakan aplikasi berbasis web untuk mendukung pelaksanaan praktikum di Departement Informatika Universitas Muhammadiyah Malang (UMM). Namun, sistem berbasis web yang saat ini digunakan dianggap belum memenuhi kebutuhan sebagian besar pengguna yang lebih sering menggunakan mobile phone. Berdasarkan survey awal, aplikasi mobile i-Lab diharapkan memiliki tampilan yang menarik dan user experience yang memuaskan. Oleh karena itu, tujuan penelitian ini adalah merancang antarmuka pengguna pada aplikasi iLab mobile menggunakan pendekatan Lean User Experience (Lean UX). Lean UX dianggap
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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 quest
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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
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Nadila, Shila, and Walidini Syaihul Huda. "PERANCANGAN ULANG UI/UX SITUS SISTER YUDHARTA DENGAN METODE LEAN UX." JATI (Jurnal Mahasiswa Teknik Informatika) 8, no. 6 (2024): 11757–65. https://doi.org/10.36040/jati.v8i6.11343.

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Sister adalah situs web yang menyediakan berbagai layanan bagi mahasiswa untuk memfasilitasi kebutuhan akademik dan administratif. Untuk meningkatkan pengalaman pengguna (user experience) pada situs ini, diterapkan metode Lean UX. Berdasarkan penelitian sebelumnya, terdapat permintaan untuk melakukan redesign antarmuka pengguna (user interface) pada situs Sister. Pengumpulan data dan evaluasi kebutuhan serta kepuasan pengguna dilakukan melalui kuisioner System Usability Scale (SUS) dengan nilai SUS sebesar 52,5 yang mana nilai terseut dikatakan rendah.. Dengan pendekatan Lean UX, proses redesi
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Dissertations / Theses on the topic "UX scale"

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Zhang, Jing, and Vlad Vamoș. "How does the UX Design of video conferencing software affect student engagement in online education?" Thesis, Jönköping University, JTH, Avdelningen för datateknik och informatik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-53164.

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Even before the spread of COVID-19 video conferencing software has seen a steady rise in use. Due to their convenient way of offering a way of seeing the other participants live while talking to them, it is quite easy to see why this kind of software became more and more used throughout the years. Now, during the pandemic, video conferencing software is more used than ever before, especially in learning environments. Nevertheless, studies show that student engagement is rather low with university students who take part in online learning. Throughout this paper, we venture into discovering the
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Lagasse, Marine. "Explorations de méthodes pour la connaissance et la caractérisation de l’expérience personnelle des visiteurs non guidés au musée : Vers le développement de nouveaux outils d’analyse." Electronic Thesis or Diss., Valenciennes, Université Polytechnique Hauts-de-France, 2024. http://www.theses.fr/2024UPHF0012.

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Les études de réception des expositions se situent au cœur des préoccupations muséales relatives à la mission de diffusion des savoirs. Aujourd’hui, le concept d’expérience de visite concentre une série de questions centrales à ce sujet : Que font les visiteurs pendant leur parcours de visite libre ? Par quels moyens se mettent-ils en lien avec le contenu d’exposition ? Capturer l’expérience au plus près de ce que vivent les visiteurs in situ présente cependant des défis méthodologiques importants.Cette recherche s’appuie sur des méthodes d’enquête innovantes développées au cours des dernières
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(8803076), Jordan M. McGraw. "Implementation and Analysis of Co-Located Virtual Reality for Scientific Data Visualization." Thesis, 2020.

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<div>Advancements in virtual reality (VR) technologies have led to overwhelming critique and acclaim in recent years. Academic researchers have already begun to take advantage of these immersive technologies across all manner of settings. Using immersive technologies, educators are able to more easily interpret complex information with students and colleagues. Despite the advantages these technologies bring, some drawbacks still remain. One particular drawback is the difficulty of engaging in immersive environments with others in a shared physical space (i.e., with a shared virtual environment
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Books on the topic "UX scale"

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McAllister, Graham. User experience maturity levels. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0005.

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As user experience (UX) research in game development becomes more established, many studios are now incorporating UX practices within their studio. However, the maturity level of UX within a studio can vary widely, from those who are hostile towards UX up to those who embrace UX at all levels in the organization. This chapter is for both game developers and Games User Researchers who are interested in assessing where they currently are on a UX maturity scale, and also keen to understand what more could be done to become more player-focused.
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Book chapters on the topic "UX scale"

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Spallazzo, Davide, Martina Sciannamè, and Mauro Ceconello. "AIXE. A Method to Evaluate the UX of Systems Integrating AI." In SpringerBriefs in Applied Sciences and Technology. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-77521-5_5.

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Abstract The chapter frames the AIXE (AI user eXperience Evaluation) scale, a statistically validated questionnaire to assess the UX of AI-infused products, describing its development process as well as its validation. AIXE is composed by 33 questions with 4 ordinal Likert-scale answers, organized around 12 descriptors related to the UX of the target systems. The questionnaire is meant to be proposed to the intended users of AI-infused products to quantitatively analyse the user experience they convey. The chapter further illustrates how the scale can be applied, its limitations and future opportunities.
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Zaman, Bieke. "Introducing a Pairwise Comparison Scale for UX Evaluations with Preschoolers." In Human-Computer Interaction – INTERACT 2009. Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03658-3_68.

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Wu, Emma, Zhiyuan Wu, Yilan Zhang, and Shengbin Zhu. "Practice of UX Design’s Scale Improvement Under Multi-product Line Enterprises." In Cross-Cultural Design. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-35939-2_20.

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Nakamura, Takashi, Kazunori Miyata, Haruki Yamamoto, and Hisashi Sato. "A Study on Scale Construction of Adjective Pairs for Evaluating Audiovisual Effects in Video Games." In Design, User Experience, and Usability: UX Research and Design. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-78221-4_19.

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Zhang, Mingkun, Zhijun Xu, Qiuxia Yang, and Dongyu Zhang. "MS UX-Net: A Multi-scale Depth-Wise Convolution Network for Medical Image Segmentation." In Pattern Recognition and Computer Vision. Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-8469-5_28.

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Macedo, Vanessa, and Caio Marcio Silva. "Building a Semantic Differential Scale as Tool for Assisting UX Evaluation with Home Appliances." In Design, User Experience, and Usability. Theories, Methods, and Tools for Designing the User Experience. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07668-3_30.

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Prati, Elisa, Simone Borsci, Margherita Peruzzini, and Marcello Pellicciari. "A Systematic Literature Review of User Experience Evaluation Scales for Human-Robot Collaboration." In Advances in Transdisciplinary Engineering. IOS Press, 2022. http://dx.doi.org/10.3233/atde220627.

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In the last decade, the field of Human-Robot Collaboration (HRC) has received much attention from both research institutions and industries. Robot technologies are in fact deployed in many different areas (e.g., industrial processes, people assistance) to support an effective collaboration between humans and robots. In this transdisciplinary context, User eXperience (UX) has inevitably to be considered to achieve an effective HRC, namely to allow the robots to better respond to the users’ needs and thus improve the interaction quality. The present paper reviews the evaluation scales used in HRC scenarios, focusing on the application context and evaluated aspects. In particular, a systematic review was conducted based on the following questions: (RQ1) which evaluation scales are adopted within the HRI scenario with collaborative tasks?, and (RQ2) how the UX and user satisfaction are assessed?. The records analysis highlighted that the UX aspects are not sufficiently examined in the current HRC design practice, particularly in the industrial field. This is most likely due to a lack of standardized scales. To respond to this recognized need, a set of dimensions to be considered in a new UX evaluation scale were proposed.
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López, Eduardo Emmanuel Rodríguez, Jean Sandro Chery, Teresita de Jesús Álvarez Robles, and Francisco Javier Álvarez Rodríguez. "Hedonic Utility Scale (HED/UT) Modified as a User Experience Evaluation Method of Performing Talkback Tutorial for Blind People." In Advances in Systems Analysis, Software Engineering, and High Performance Computing. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-5225-8539-8.ch005.

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Hedonic utility scale is a user experience (UX) evaluation method that, through a questionnaire, collects the hedonic and utilitarian dimensions of a product by rating items belonging to each dimension. In this chapter, it is proposed to adapt this method for its application with blind users using the Google TalkBack tutorial as a case study. Based on Nielsen's heuristics, five blind users rated the tutorial after completing each of its five tasks. To ensure inclusiveness in the adaptation of the method, this could be answered verbally and with the use of cards written in Braille, while, for questions of practicality in the evaluation, the number of items was reduced as well as changed the way of scoring (scale and equations) with respect to the original HED/UT. The scale of grades was ranked from 1 (very little) to 5 (quite), getting TalkBack scores between 4 and 5. The results show that the TalkBack tutorial is generally well accepted and well rated by users in both dimensions (hedonic and utility).
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Conference papers on the topic "UX scale"

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Anggraini, Lisa, Meilinda Santoso, and Sunardi. "UX Analysis of Augmented Reality in E-Commerce Marketing Using the System Usability Scale and Usability Testing Method." In 2024 10th International HCI and UX Conference in Indonesia (CHIuXiD). IEEE, 2024. https://doi.org/10.1109/chiuxid64022.2024.10860502.

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Bellona, Jon, Huaigu Li, Jessica Roberts, Amy Bower, and Leslie Smith. "Iterative Design of Auditory Displays Involving Data Sonifications and Authentic Ocean Data." In ICAD 2024: The 29th International Conference on Auditory Display. International Community for Auditory Display, 2024. http://dx.doi.org/10.21785/icad2024.002.

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The “Accessible Oceans” pilot project aims to inclusively design auditory displays that support perception and understanding of ocean data in informal learning environments (ILEs). The project’s multi-disciplinary team includes expertise from all related fields — ocean scientists, dataset experts, a sound designer with specialization in data sonification, and a learning sciences researcher. In addition, the PI is blind and provides a crucial perspective in our research. We describe the sound design of informative sonifications and respective auditory displays based on iterative design with use
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Krout, Kelly, Juan Pablo Carrascal, and Travis Lowdermilk. "Lean UX research at scale." In MuC'20: Mensch und Computer 2020. ACM, 2020. http://dx.doi.org/10.1145/3404983.3405587.

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Carrascal, Juan Pablo, Kelly Krout, Jacob Freiberg, and Irina Smoke. "Gamifying UX Research at Scale." In CHI PLAY '19: The Annual Symposium on Computer-Human Interaction in Play. ACM, 2019. http://dx.doi.org/10.1145/3341215.3354646.

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Hillman, Serena, Samira Jain, Craig M. Macdonald, et al. "Understanding and Evaluating UX Outcomes at Scale." In CSCW '23: Computer Supported Cooperative Work and Social Computing. ACM, 2023. http://dx.doi.org/10.1145/3584931.3611292.

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Gao, Zhijun, Wenxi Du, Defeng Li, and Jingsong Yu. "Development of a UX Scale for Technical Communication." In 2024 IEEE International Professional Communication Conference (ProComm). IEEE, 2024. http://dx.doi.org/10.1109/procomm61427.2024.00051.

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Kwon, Kimin, and Sung H. Han. "Using Linear Regression to Investigate the Relationship Between User Experience and UX Components in Cryptocurrency Wallets." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003229.

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This study investigated the relationship between User Experience (UX) and UX components in cryptocurrency wallets. A user evaluation experiment was conducted on two selected cryptocurrency wallets, CoinUS and D’CENT, using 32 individuals with no prior experience. Participants were asked to perform tasks such as creating and restoring a cryptocurrency wallet and receiving and sending cryptocurrency. After each task, participants evaluated the overall UX and UX components, including usability, affect, sociability, social value, economic value, and trust, on a 101-point scale. Linear regression a
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Shulman, S., and V. Grinin. "Modeling of UX Ori Stars Eclipses." In ASTRONOMY AT THE EPOCH OF MULTIMESSENGER STUDIES. Proceedings of the VAK-2021 conference, Aug 23–28, 2021. Crossref, 2022. http://dx.doi.org/10.51194/vak2021.2022.1.1.069.

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Eclipses of UX Ori stars by compact gas-dust clouds and large-scale circumstellar disk perturbations are modeled. A flareddisk and a disk with a puffing-up in the dust sublimation zone are considered. It is shown that these models are able toexplain a number of the observed features of eclipses that cannot be obtained when a star with a flared disk is eclipsed bya compact gas-dust cloud.
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Danielsson, Karin, and Patrik Björnfot. "A semantic scale for evaluating the UX of a MRP system." In ECCE 2017: European Conference on Cognitive Ergonomics 2017. ACM, 2017. http://dx.doi.org/10.1145/3121283.3121418.

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Fathiyyah, Dinda, Muhammad Difa Sulthon Diani, Zuyina Ayuning Saputri, and Sunardi. "Usability Evaluation on Life Insurance Application Using System Usability Scale and ISO 9241-11." In 2022 8th International HCI and UX Conference in Indonesia (CHIuXiD). IEEE, 2022. http://dx.doi.org/10.1109/chiuxid57244.2022.10009774.

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