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Journal articles on the topic 'UX/UI Design'

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1

Krisnanik, Erly, and Tri Rahayu. "UI/UX integrated holistic monitoring of PAUD using the TCSD method." Bulletin of Electrical Engineering and Informatics 10, no. 4 (2021): 2273–84. http://dx.doi.org/10.11591/eei.v10i4.3108.

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User interface (UI)/user experience (UX) is one part of the stages in the development of the system to produce interactive and attractive web-based application layouts so that it is easy to understand and use by users. In this research, a case study was conducted on early childhood in PAUD Kuntum Mekar. The design of the UI/UX model for holistic integrative PAUD monitoring becomes one of the solutions to help parents and teachers. The method used to design UI/UX is the task centered system design (TCSD) approach starting from the stages; 1) identification scope of use, 2) user centered require
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Raia, Mike. "Providing a better digital experience for employees." Strategic HR Review 16, no. 2 (2017): 71–75. http://dx.doi.org/10.1108/shr-01-2017-0004.

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Purpose The purpose of this paper is to explain how, if company’s digital experience is a good one, employees can work efficiently and feel positive about their environment while, if a company’s digital experience is poor, staff can become unmotivated and avoid using the systems that are critical to the organization. Design/methodology/approach The authors consulted with user interface/user experience (UI/UX) professionals to explain why attention needs to be paid to UI/UX in the employee experience and how to assess an organization’s current situation. Findings It is possible to prevent poor
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Fadli, Muhammad Raffi. "USER INTERFACE AND USER EXPERIENCE OF INDOSPORT MOBILE APPLICATIONS USING A USER CENTERED DESIGN APPROACH." Arty: Jurnal Seni Rupa 9, no. 2 (2020): 128–38. http://dx.doi.org/10.15294/arty.v9i2.40365.

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An alternative solution for Indosport, considering the increasingly advanced smartphone development and also followed by the rapid growth of its users in Indonesia. The purpose of this study project is to produce a product in the form of a user interface (UI) and user experience (UX) design in helping to realize targeted mobile applications and not forgetting to apply the principles of visual communication design namely unity and variety, hierarchy, contrast, proportion and balance. The UI and UX design methods go through several stages of work in sequence: pre-production process, production p
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Song, Ji Sung, and Soo Jo Park. "Research on Development of Patentable UI/UX Convergence Design." JOURNAL OF THE KOREAN SOCIETY DESIGN CULTURE 25, no. 4 (2019): 283–93. http://dx.doi.org/10.18208/ksdc.2019.25.4.283.

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Rully Pramudita, Rita Wahyuni Arifin, Ari Nurul Alfian, Nadya Safitri, and Shilka Dina Anwariya. "PENGGUNAAN APLIKASI FIGMA DALAM MEMBANGUN UI/UX YANG INTERAKTIF PADA PROGRAM STUDI TEKNIK INFORMATIKA STMIK TASIKMALAYA." JURNAL BUANA PENGABDIAN 3, no. 1 (2021): 149–54. http://dx.doi.org/10.36805/jurnalbuanapengabdian.v3i1.1542.

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Keberadaan UserInterface (UI) dan User Experience (UX) Designer semakin dibutuhkan beberapa waktu belakangan. Salah satu alasannya karena banyak perusahaan yang mulai menggunakan platform mobile dan situs untuk perkembangan bisnis. Dalam menjawab tantangan ini maka pengetahuan mengenai UI/ UX diperlukan dalam hal melakukan perancangan program, hal ini pun sejalan dengan salah satu tujuan dari profil Prodi S1 Teknik Informatika STMIK Tasikmalaya yaitu; Menghasilkan tenaga ahli di bidang Teknik Informatika yang unggul, terampil menggunakan TIK serta memiliki pengetahuan pendukung yang relevan de
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Halstead, Susanne, H. Daniel Serrano, and Scott Proctor. "Finding Top UI/UX Design Talent on Adobe Behance." Procedia Computer Science 51 (2015): 2426–34. http://dx.doi.org/10.1016/j.procs.2015.05.426.

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Ilham, Hananda, Bangun Wijayanto, and Swahesti Puspita Rahayu. "ANALYSIS AND DESIGN OF USER INTERFACE/USER EXPERIENCE WITH THE DESIGN THINKING METHOD IN THE ACADEMIC INFORMATION SYSTEM OF JENDERAL SOEDIRMAN UNIVERSITY." Jurnal Teknik Informatika (Jutif) 2, no. 1 (2021): 17–26. http://dx.doi.org/10.20884/1.jutif.2021.2.1.30.

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User Interface/User Experience (UI/UX) design is very important because with a good design that meets user needs, it can make users feel comfortable when using a product. One example is the Academic Information System (SIA), if the design of the SIA is not user friendly, it will have an impact on both the user and the system. Such as input errors, missing information, difficulties in using it. The purpose of conducting UI / UX analysis and design at SIA Universitas Jenderal Soedirman is to solve the problems experienced by users today. Users involved in this research are students. Design is ma
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Nasution, Winda Suci Lestari, and Patriot Nusa. "UI/UX Design Web-Based Learning Application Using Design Thinking Method." ARRUS Journal of Engineering and Technology 1, no. 1 (2021): 18–27. http://dx.doi.org/10.35877/jetech532.

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Humans are basically inseparable from education in carrying out life. The implementation and development of educational studies must also be adapted to the conditions and social situations that exist in the community. The main focus of Goal 4 on Sustainable Development Goals (SDGs) is to provide inclusive quality education or to ensure everyone has an equal opportunity to get good quality of education. In fact, Indonesia is still struggling in the quality of teacher issue. In the school year of 2019/2020, there are 8.98% unqualified teachers and headmasters on primary school level, 6.16% on ju
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Putra Prakasa, S.T., M.Kom., Fedelis Brian. "Desain Aplikasi Mobile Gamifikasi untuk Pramuka dengan Metode UI/UX." Jurnal Buana Informatika 12, no. 1 (2021): 58. http://dx.doi.org/10.24002/jbi.v12i1.4424.

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Abstract. The number of Scout members has decreased due to being outdone by other extracurriculars. In addition, given the current pandemic conditions, scouting activities are hampered. This study aims to create an attractive and online Scout mobile application prototype. This research method applies gamification so that scouting activities especially in schools, become more enjoyable and more attractive to students. Apart from gamification, this research also uses UI / UX methods such as usability testing, A / B testing, and User Experience Questionnaires (UEQ). This method is used so that th
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Lee, Hee-Jin, Joon-Sang Lee, Eunkyoung Jee, and Doo-Hwan Bae. "A User eXperience Evaluation Framework for Mobile Usability." International Journal of Software Engineering and Knowledge Engineering 27, no. 02 (2017): 235–79. http://dx.doi.org/10.1142/s0218194017500097.

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The worldwide mobile software market has grown dramatically since feature phones became popular in the early 1990s. In practice, mobile usability — which can be defined for a resource-constrained device in two ways, namely, User eXperience (UX) and User Interface (UI) — has been regarded as the key to gaining superiority in terms of both market share and customer loyalty. Unfortunately, de facto standards for software design and the development process, such as Unified Modeling Language (UML) and Rational Unified Process (RUP), do not seem to promote mobile usability in a systematic manner in
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Djatmiko, Julia, and Lalitya Talitha Pinasthika. "UI design development for informative mobile game about light pollution." International Conference of Innovation in Media and Visual Design 1, no. 1 (2020): 1–19. http://dx.doi.org/10.31937/imdes.v1i1.1117.

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Light pollution has been an environmental concern in Jakarta and surrounding cities. Despite the negative consequences, Jakarta residents have low to non-existent awareness about light pollution. To raise awareness, the development of an informative mobile game with the title MA’LAM is proposed. As one means to develop an ideal gaming experience, User Interface (UI) needs to be developed with usability and aesthetic approach. To implement UI design successfully, a suitable user-centric design method is required. Therefore, Design Thinking was used to develop MA’LAM’s UI design as part of User
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Yoon,, Yeo Kyung. "A Study on UX/UI Design of Stretching App for Office Worker." Journal of Cultural Product and Design 50, no. 1 (2017): 135–44. http://dx.doi.org/10.18555/kicpd.2017.50.12.

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Kusumaningrum, Lia Ayu, Febrian Murti Dewanto, and Aris Tri jaka Harjanta. "Rancang Bangun Aplikasi Doremi sebagai Pengenalan Alat Musik Berbasis Android dengan Metode User Centered Design." Jurnal Informatika dan Rekayasa Perangkat Lunak 2, no. 1 (2020): 13. http://dx.doi.org/10.36499/jinrpl.v2i1.2771.

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Pendidikan musik memiliki banyak manfaat dalam perkembangan kemampuan seorang anak, salah satunya adalah membantu meningkatkan konsentrasi dan imajinasi anak. Saat ini banyak orang tua yang mulai menyadari bahwa mengenalkan musik pada anak sejak usia dini adalah hal yang penting. Orang tuapun mulai mengajari alat musik secara langsung maupun melalui digital pada anak. Namun aplikasi yang ada saat ini belum memenuhi keinginan dan ketertarikan bagi pengguna. Maka, diberikan solusi rancang bangun aplikasi pengenalan alat musik bernama DOREMI dengan menggunakan metode User Centered Design (UCD). P
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Ahsan, Moh, Wahyudi Arianto, and Robbi Tri Murdani. "User Interface Design And User Experience Kuysedekah.Id Mobile Applications." SMATIKA JURNAL 10, no. 02 (2020): 109–14. http://dx.doi.org/10.32664/smatika.v10i02.515.

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Penduduk Indonesia mayoritas beragama islam, sehingga terdapat banyak masjid di Indonesia. Banyak masyarakat yang melakukan penggalangan dana secara langsung di jalan namun tak jarang pula kegiatan seperti ini malah menghambat mobilitas pengguna jalan seperti kemacetan dan kurangnya transparansi terhadap dana. Sebuah inovasi prototype aplikasi untuk sedekah yang mudah dan berdasarkan keinginan pengguna. Model pengembangan desain design thinking aplikasi Kuysedekah.id berbasis Mobile App. Prototype design UI (User Interface) dan UX (User Experience) bertujuan untuk menghasilkan hasil yang baik,
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김재홍. "A Study on UI/UX Design of pooq's OTT Application for Branding." A Journal of Brand Design Association of Korea 14, no. 4 (2016): 43–52. http://dx.doi.org/10.18852/bdak.2016.14.4.43.

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Enggar Pamudyaningrum, Friskila, Hestiasari Rante, Muhammad Agus Zainuddin, and Michael Lund. "UI/UX Design for Metora: A Gamification of Learning Journalism Interviewing Method." E3S Web of Conferences 188 (2020): 00008. http://dx.doi.org/10.1051/e3sconf/202018800008.

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In learning, effective media is needed to deliver the material. Visual media can be more acceptable and facilitate understanding and strengthen memory. In this modern era, digital-based visual media is more effectively captured by students. Educational games in the form of gamification can provide the same effect as effective learning media. To support educational games, interface design and user experience are the first aspects seen by users. This study explored the user interface and user experience in the process of developing a gamification of a non-game subject, Journalism Interviewing Me
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Chen, Le Yang, and Fan Zhang. "Study on Eye Movement Technology Website under Eye and Eye Tracking Analysis Based on Thermodynamic." Advanced Materials Research 952 (May 2014): 347–50. http://dx.doi.org/10.4028/www.scientific.net/amr.952.347.

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Nowadays, so many people are talking about the user experience of the website (UE or UX) and interface design called UI and so on, so let’s analysis the interactive pages by eye thermodynamic diagram and eye tracking based on Eye Tracking Technology.
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Wi, Jang Hoon, and Yeo Kyung Yoon. "Analysis of APP UX/UI Design through Designer’s Creative Style based on Cognitive Psychology." KOREA SCIENCE & ART FORUM 35 (September 30, 2018): 293–301. http://dx.doi.org/10.17548/ksaf.2018.09.30.293.

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Joo, Kwang Myoung, and Hun Kim. "A Study on Mobile Application UI/UX Design of Color Conversion for the Color Vision Defectives." JOURNAL OF THE KOREAN SOCIETY DESIGN CULTURE 23, no. 2 (2017): 669–82. http://dx.doi.org/10.18208/ksdc.2017.23.2.669.

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Tirtadarma, Edo, Agung Eko Budi Waspada, and Elda Franzia Jasjfi. "Kajian Peranan Desain UX (Pengalaman Pengguna) - UI (Antar Muka Pengguna) Mobile Application Kategori Transportasi Online terhadap Gaya Hidup Bertransportasi Masyarakat Urban." Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain 1, no. 1 (2018): 181207. http://dx.doi.org/10.25105/jsrr.v1i1.4046.

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<p>The role of digital and internet technology, and the presence of smartphones have created two-way communication between users and digital application manufacturers. Users are connected by applications that are downloaded into their smartphone so they can commuicated, sharing information. As the resuluts of the existence of mobile application in modern era nowadays, that the user will feel easier while doing their daily activities. Users can also choose the type or category of mobile application that suits their needs.<br />The category of online transportation, is a mobile appli
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Endra Prastowo, Gilang, and Dian Prajarini. "Perancangan Komunikasi Visual Desain Website “Muggle Division” Menggunakan Kaidah UI & UX." AKSA: Jurnal Desain Komunikasi Visual 4, no. 1 (2020): 567–77. http://dx.doi.org/10.37505/aksa.v4i1.47.

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"Muggle Division" is engaged in convection production services,founded 5 years ago, so far using Instagram promotion media.However, when social media cannot provide clear and completeinformation, problems arise such as when consumers are about toorder and have to wait for customer service to respond for quite along time. Therefore we need media to answer these obstacles,namely the website, to provide more complete, clear information andorder input services without having to wait for customer serviceresponses. This study aims to design a "Muggle Division" websiteequipped with a self-service ord
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Bilousova, Liudmyla I., Liudmyla E. Gryzun, and Natalia V. Zhytienova. "Fundamentals of UI/UX design as a component of the pre-service specialist's curriculum." SHS Web of Conferences 104 (2021): 02015. http://dx.doi.org/10.1051/shsconf/202110402015.

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Nowadays digitalization is considered to be a key driver of socio-economic development. Digital technologies are becoming the basis for creating new products and services as well as for the transition to new business models. Ukrainian course for the development of the digital economy requires the readiness of the education system to provide training of the specialists who are able to provide such transformations, which should be reflected both in the emergence of new areas of training and in focusing the content of educational training on the formation of new digital competencies of pre-servic
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두경일. "Study on Optimized UX/UI Design System through Use Value Analysis on App Book." Journal of Korea Design Knowledge ll, no. 32 (2014): 365–74. http://dx.doi.org/10.17246/jkdk.2014..32.033.

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Saptaputra, Emanuel, V. J. Basiroen, and Darren Eka Septian. "Digitalization of Small Batik Industry: UI/UX design to support Batik Lasem E Commerce." IOP Conference Series: Earth and Environmental Science 794, no. 1 (2021): 012121. http://dx.doi.org/10.1088/1755-1315/794/1/012121.

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Gutarova, S. L., Ye A. Maksakova, Ye A. Mosina, Ye V. Nekrasova, and S. P. Rassadina. "THE DESIGN OF THE PROTOTYPE MOBILE MUSIC APPLICATION." Technologies & Quality 50, no. 4 (2020): 27–32. http://dx.doi.org/10.34216/2587-6147-2020-4-50-27-32.

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The article analyses the UI and UX concepts of popular music platforms and streaming services in terms of usability and functionality. Popular analogues of music apps are analysed – Apple music, YouTube music, Yandex music, Boom. The results of a design study devoted to the problem of promoting young performers to the music market are presented. Topicality of the problem is confirmed by the growing popularity of music
 services and applications among users. The stages of developing a prototype of a music application using the Figma programme are presented. The process of team work on a pr
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Yang, Yeon Kyoung. "A Study on the CQI Effectiveness in NCS Convergence UX/UI Design Class of Smart IT Major in Colleges." Korean Society of Science & Art 38, no. 4 (2020): 203–22. http://dx.doi.org/10.17548/ksaf.2020.09.30.203.

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Larina, T. B. "On quality assessment of electronic training course interfaces." Informatics and education, no. 6 (September 26, 2021): 11–17. http://dx.doi.org/10.32517/0234-0453-2021-36-6-11-17.

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The development of e-learning, both in distance and mixed forms, becomes especially relevant in the modern educational process. A high-quality e-learning course is developed through the efforts of two parties: the teacher, who creates the methodological content, and the programmer, who creates the electronic shell of the course. The article substantiates the importance of quality issues in the development of a user interface for electronic educational resources, since the user of an electronic course deals with the direct implementation of educational material. The indicators for assessing the
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두경일. "The Study on the Value-Engineering UX/UI Design Evaluation Model Based on the User's Attitude." Journal of Korea Design Knowledge ll, no. 21 (2012): 1–10. http://dx.doi.org/10.17246/jkdk.2012..21.001.

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Kremer, Klaus. "Anticipative interfaces for emergency situations." Information Design Journal 23, no. 1 (2017): 32–38. http://dx.doi.org/10.1075/idj.23.1.05kre.

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This case study explores concepts and methodologies in user interface (UI) and user experience (UX) design with a view to increasing information retention and memorisation through the inclusion of human-centred design principles. It focuses on the participants’ individual context, mental state and abilities. In emergencies, visual perception and situation awareness may be restricted due to the impact of sensory symptoms (panic, tunnel vision or limited motor skills), thus calling for a linear course of action. This applied research project, ‘Floodscape’, is a mobile application designed to edu
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Bae, Ji-Hye. "The Effectiveness of Learning Performance on Supplementary Learning Tool based on Blog using Learner-Centric UI/UX Design in Higher Education." Journal of the Korea Academia-Industrial cooperation Society 12, no. 12 (2011): 5531–40. http://dx.doi.org/10.5762/kais.2011.12.12.5531.

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Fais Dzulfikar, Afif, and Dian Prajarini. "ANALISIS POLA LAYOUT APLIKASI MOBILE COMMERCE POPULER DI INDONESIA DENGAN METODE KUALITATIF HEURISTIK." AKSA: Jurnal Desain Komunikasi Visual 3, no. 2 (2020): 489–506. http://dx.doi.org/10.37505/aksa.v3i2.37.

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The development of the internet and smartphones, making almost allactivities can be accessed very easily for example shopping onlineusing a mobile commerce application. In Indonesia, there is much ecommerce with many users too, but it does not rule out the possibilityto build new e-commerce because Indonesia is the best market for ecommerce. UI / UX designers are needed to build new mobilecommerce because it requires research on interaction design. UI /UX layout guidelines needed by designers in the development ofmobile commerce. This study analyzes the layout patterns of mobilecommerce applic
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Razi, Aria Ar, Intan Rizky Mutiaz, and Pindi Setiawan. "PENERAPAN METODE DESIGN THINKING PADA MODEL PERANCANGAN UI/UX APLIKASI PENANGANAN LAPORAN KEHILANGAN DAN TEMUAN BARANG TERCECER." Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) 3, no. 02 (2018): 219. http://dx.doi.org/10.25124/demandia.v3i02.1549.

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Penanganan terhadap kasus kehilangan dan temuan barang yang tercecer pada masyarakat urban di Indonesia dapat diselesaikan dengan perancangan aplikasi mobile pada smartphone. Minimnya informasi, keterbatasan sistem pengelolaan, serta belum adanya media teknologi alternatif menjadi sejumlah kendala dalam penanganan kasus kehilangan dan temuan barang tercecer. Dengan memanfaatkan kemajuan teknologi informasi dan komunikasi yang telah berkembang pesat melalui teknologi internet pada era digital, maka keterbatasan informasi tersebut dapat dikembangkan pada aplikasi mobile. Perancangan ini mengguna
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Abdul Kadir, Andi Nursyuhada, Raja Ahmad Azmeer Raja Ahmad Effendi, Mohd Shahrizal Dolah, and Saiful Hasley Ramli. "User Experience (UX) and User Interface (UI) as a New Recipe of Academic Culture in Creative Industry." Environment-Behaviour Proceedings Journal 5, SI3 (2020): 231–36. http://dx.doi.org/10.21834/ebpj.v5isi3.2551.

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This preliminary study aims to introduce User Experience (UX) and User Interface (UI) as a new recipe that could be implemented in academic culture to make sure the adaptation human and technology will be more effective and improve the creative industry. This study uses a survey questionnaire on purposive sampling to investigate the knowledge perception of 30 design practitioners and structured interview of 9 random samplings to know their perspectives. This study concluded that 60% of design practitioners realize the needs of this new approach, while the interview leads to the three main them
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Pasupa, Sarakard, and Narudh Cheramakara. "Airline E-commerce user experience experiment: An investigation of Thai LCCs passengers' purchasing behaviour among different online platforms." Journal of Airline and Airport Management 9, no. 2 (2019): 46. http://dx.doi.org/10.3926/jairm.124.

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Purpose: This study examines the current state of the airline’s e-commerce platforms and seek to identify their benefits and disadvantages in the aspect of user experience. Design/methodology/approach: The study commenced by first reviewing the literatures on actual sale figure from the studied Thai LCC, user interface (UI) and user experience (UX). It then proceeded to gather the empirical evidences using questionnaires from 135 active air passengers who have online purchasing experience. The composite findings from literature review and surveys were then used to design and apply for the fina
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Pibernik, Jesenka, Jurica Dolic, Hrvoje Abraham Milicevic, and Bojan Kanizaj. "The Effects of the Floating Action Button on Quality of Experience." Future Internet 11, no. 7 (2019): 148. http://dx.doi.org/10.3390/fi11070148.

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Google’s Material Design, created in 2014, led to the extended application of floating action buttons (FAB) in user interfaces of web pages and mobile applications. FAB’s roll is to trigger an activity either on the present screen, or it can play out an activity that makes another screen. A few specialists in user experience (UX) and user interface (UI) design are sceptical regarding the usability of FAB in the interfaces of both web pages and mobile applications. They claim that the use of FAB easily distracts users and that it interferes with using other important functions of the applicatio
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Ahn, Bomi, and Dosung Chung. ""A Study on the Education of Mobile UI /UX Design by using Bruner's discovery learning theory ; in After-school classes in elementary school"." Journal of Industrial Design Studies 42 (December 31, 2017): 103–14. http://dx.doi.org/10.37254/ids.2017.12.42.10.103.

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Utami, Paramita Retno, Firman Ardiansyah, and Muhammad Zubair. "Perancangan User Experience Menggunakan Metode Five Planes Pada Aplikasi Mobile Kode Funding Di PT Kodetag Global Teknotama." Jurnal Sains Terapan 9, no. 1 (2019): 55–69. http://dx.doi.org/10.29244/jstsv.9.1.55-69.

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ABSTRACT
 Kode Funding Application is a cooperative mobile-based application which is a service product of PT Kodetag Global Teknotama. This application is designed to have features of cooperatives transactions, but it has not been designed with user experience (UX) and user interface optimization (UI) to meet the needs and achieve user satisfaction. As the consequence, when the user used the application, they faced difficulties in making transactions on the application such as data input errors. These following things will affect the performance of the user while making the transactions.
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Kim, Na Young, and Ji Sung Song. "A Study on UI/UX Design for Increasing Usability of MES(Manufacturing Execution System) -Focus on the Work Allocation Function of Small and Medium Sized Automobile Die Company-." JOURNAL OF THE KOREAN SOCIETY DESIGN CULTURE 27, no. 2 (2021): 13–21. http://dx.doi.org/10.18208/ksdc.2021.27.2.13.

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Waijittragum, Pibool. "EFFECT OF THE DESIGNING MOBILE APPLICATIONS ON SMARTPHONE TO CUSTOMER DEMANDING: CASE STUDY OF THE CONCEPT OF UX UI." Psychology and Education Journal 58, no. 2 (2021): 1693–705. http://dx.doi.org/10.17762/pae.v58i2.2325.

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The popularity of digital devices especially smart phones has been dramatically increased with the innovation in technology from the past few years. The popularity of smart phones is based on the number of mobile applications that are designed for various purposes. The usage behavior of these mobile applications has many determinants that can shape the usage behavior regarding the mobile applications. In this context, the current study has been conducted in order to find out and explore the impact casted by need for uniqueness, self identity and perceived performance risk on the usage behavior
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Swalaganata, Galandaru, Aditya Galih Sulaksono, and Devita Maulina Putri. ""ANYWORD" BILINGUAL DICTIONARY: DESIGN AND IMPLEMENTATION OF LINEAR SEARCH ALGORITHMS IN ANDROID-BASED OPEN-SOURCE APPLICATIONS." JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) 5, no. 2 (2020): 133. http://dx.doi.org/10.29100/jipi.v5i2.1817.

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<p class="Abstract"><span lang="EN-US">Kemajuan teknologi informasi pada masa saat ini, membuat penyebaran informasi semakin cepat dan akurat. Hal tersebut membuat tempat penyampaian informasi menjadi penting terkait dengan informasinya. Penelitian ini membuat template aplikasi "AnyWord" kamus dua bahasa berbasis Android yang bersifat fully open-source code. Penelitian ini dirasa perlu karena belum tersedianya template aplikasi kamus yang ringan dan mudah dioperasikan serta bersifat gratis untuk digunakan oleh umum. Pengembangan aplikasi menggunakan model waterfall dan menggunakan
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Swalaganata, Galandaru, Aditya Galih Sulaksono, and Devita Maulina Putri. ""ANYWORD" BILINGUAL DICTIONARY: DESIGN AND IMPLEMENTATION OF LINEAR SEARCH ALGORITHMS IN ANDROID-BASED OPEN-SOURCE APPLICATIONS." JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) 5, no. 2 (2020): 133. http://dx.doi.org/10.29100/jipi.v5i2.1817.

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<p class="Abstract"><span lang="EN-US">Kemajuan teknologi informasi pada masa saat ini, membuat penyebaran informasi semakin cepat dan akurat. Hal tersebut membuat tempat penyampaian informasi menjadi penting terkait dengan informasinya. Penelitian ini membuat template aplikasi "AnyWord" kamus dua bahasa berbasis Android yang bersifat fully open-source code. Penelitian ini dirasa perlu karena belum tersedianya template aplikasi kamus yang ringan dan mudah dioperasikan serta bersifat gratis untuk digunakan oleh umum. Pengembangan aplikasi menggunakan model waterfall dan menggunakan
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Aguayo, Claudio. "Interface Xperience." Pacific Journal of Technology Enhanced Learning 2, no. 1 (2020): 54–55. http://dx.doi.org/10.24135/pjtel.v2i1.69.

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Digital technology has proven to enhance learning outcomes across educational sectors and contexts, yet critical challenges remain, notably: minimising the decay of digital interventions over time; and, achieving widespread learning outcomes in diverse, multicultural and complex settings (Aguayo, 2016; Dunn & Marinetti, 2008; Hennessy et al., 2019). One ambitious solution to these challenges may lie in a theoretical concept coming from biology called ‘autopoiesis’. Autopoiesis, literally meaning self-making, defines living organisms as self-organising units capable of adapting to unpredict
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Park, Man Ki. "A Case Study on New Mobile School Cafeteria Food Takeout App Service for Single-person Households, University Students : Focusing on Convergent Thinking-based UX/UI Design Practice." Korean Society of Science & Art 39, no. 3 (2021): 155–73. http://dx.doi.org/10.17548/ksaf.2021.06.30.155.

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Adhitya, C., R. Andreswari, and P. F. Alam. "Analysis and Design of UI and UX Web-Based Application in Maiproyek Startup Using User Centered Design Method in Information System Program of Telkom University." IOP Conference Series: Materials Science and Engineering 1077, no. 1 (2021): 012039. http://dx.doi.org/10.1088/1757-899x/1077/1/012039.

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Santo, Santo. "STRATEGI VISUAL ANIMASI INTERAKTIF “KELILING JAWA”." Jurnal Dimensi DKV Seni Rupa dan Desain 4, no. 2 (2019): 109. http://dx.doi.org/10.25105/jdd.v4i2.5883.

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<p><strong>Abstract</strong><br />The Visual Strategy of Interactive Animation “Around Java”. Interactive animation “Around Java” is an interactive animation packed with digital technology, in which there is a visual language in the form of animation and audio to introduce Javanese island culture. Interactive animation “Around Java” is very special because there are social goals to convey educational information or messages about the richness of Indonesian culture. The aesthetic approach is to analyze the object of research using<br />the criteria, principles, and
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Woo Jwa, Jeong, and . "Development of Personalized Travel Products for Smart Tour Guidance Services." International Journal of Engineering & Technology 7, no. 3.33 (2018): 58. http://dx.doi.org/10.14419/ijet.v7i3.33.18524.

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Smart tourism is the application of the key technologies of the 4th industrial revolution. This research proposes a smart tourism system to develop the personalized travel products for smart tour guidance services. The proposed smart tourism system consists of a smart tourism app and a smart tourism server. Adobe XD is used to UI/UX design of the android based smart tourism app. The smart tourism server provides the recommend travel products to FITs before or during the trip. FITs can create the personalized travel product using the chosen recommend travel products, tour information such as to
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Osadcha, Kateryna, and Victoriia Baluta. "The influence of modern trends in digital art on the content of training in computer graphics and digital design." Ukrainian Journal of Educational Studies and Information Technology 9, no. 1 (2021): 1–12. http://dx.doi.org/10.32919/uesit.2021.01.01.

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The development of digital technologies leads to a variety of pictorial arts. With the advent of computer technology and communication technologies, areas such as computer graphics, computer and digital design, and phenomena such as digital art have emerged. The article analyzes these concepts, which provided an opportunity for further study. Based on the analysis of Internet resources on digital art, the following main trends are identified: virtual art, 3D printing, open source software, art of artificial intelligence, a combination of 2D animation and modern technologies, 3D painting, UX /
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Martins, Nuno, Daniel Brandão, Heitor Alvelos, and Sara Silva. "E-Marketplace as a Tool for the Revitalization of Portuguese Craft Industry: The Design Process in the Development of an Online Platform." Future Internet 12, no. 11 (2020): 195. http://dx.doi.org/10.3390/fi12110195.

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The craft trade in Portugal faces challenges that compromise its productive and economic sustainability and may result in the disappearance of millenary techniques, traditions, and industrial practices of high symbolic and historical value. The growing incompatibility of these traditional activities with digital technologies, the lack of resources, and a growing age gap are among the main problems identified. This situation made worse by various restrictions pertaining to the COVID-19 pandemic points towards the possibility of extinction of this type of manual arts. The goal of this research i
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Saragih, Rijois, Risda Pangaribuan, Tiurma Naomi, et al. "Perancangan Desain User Interface Dan User Experience Pada Aplikasi Jasa Pengangkutan Sampah Trash Care." METHOMIKA: Jurnal Manajemen Informatika dan Komputerisasi Akuntansi 4, no. 1 (2020): 47–55. http://dx.doi.org/10.46880/jmika.v4i1.119.

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Over time, waste production increases every day. This is due to the increasing number of products, population and consumption patterns of people. In addition, the lack of public awareness of waste disposal can lead to severe pollution. For example in the city of Medan, which produces 2,000 tons of garbage every day. Medan is a city that is affected by the lack of good waste management. In order to overcome the increase in waste generation, waste generation from the source must be reduced through waste management. The presence of Android can facilitate everyday activities such as the Trash Care
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Qusef, Abdallah, Abdallah Ayasreh, Adnan Shaout, and Muhanna Muhanna. "By two: A two-dimensional mobile game model for novice developers." Indonesian Journal of Electrical Engineering and Computer Science 14, no. 3 (2019): 1336. http://dx.doi.org/10.11591/ijeecs.v14.i3.pp1336-1344.

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The objective of this research was to discuss the processes and challenges encountered in the creation of mobile games for both Android and iOS platforms, which would help the novice game developers to enter the big world of mobile game industry. We highlighted each phase of the mobile game development. These involved suggestions on efficient brainstorming of ideas, proper selection of game engine, game design, number and type of pages, creation of levels, and distribution of complexity across the game level. In addition, other factors were considered such as the creation of User Interface and
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