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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 (August 1, 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 requirement analysis, 3) design and scenario, and 4) walkthrough evaluate, the method used for system testing is user satisfaction, and heuristic usability. The purpose of this study is the UI/UX design with TCSD can provide valid data needs of each actor based on the assignment and design of the story board of the developed system. The results of this research are UI/UX model design for integrative holistic PAUD monitoring application.
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Raia, Mike. "Providing a better digital experience for employees." Strategic HR Review 16, no. 2 (April 10, 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 UI/UX and keep employees satisfied by improving an organization’s digital employee experience using UX best practices from the tech companies who have invested billions in getting it exactly right. Originality/value Understanding UX principles allows you to observe and evaluate how the systems are working, then incorporate UX best principles into the design to boost productivity, happiness and output.
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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 (August 18, 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 process, and post-production. This design results in UI and UX designs that are equipped with user flow, interface designs, illustrations and prototypes. The main page of the Indosport mobile application is News, Activity, Calendar, and Profile which later on these pages there are several features that are different from the previous page. The making of this UI uses several visual languages such as medium close up, full shot, long shot, close up and medium long shot in the image section contained in the article as well as the depiction of field styles used to almost all visual UI elements. Using several principles in design, namely time to learn, speed of performance, rate of errors by users, retention over time, and subjective satisfaction. The resulting design forms will be distributed directly to the Research and Development division and the IT division from Indosport to be made a native.
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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 (December 31, 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 (July 14, 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 dengan jenis pekerjaan yang ditanganinya. Kemampuan penguasaaan teknologi dan informasi khususnya kepada mahasiswa semester 3 dari Program Studi Teknik Informatika dalam penguasaan konsep desain UI/UX sangat diperlukan. Melalui kegiatan PkM yang dilaksanakan secara online melalui zoom meeting dan live www.youtube.com, dan diperoleh hasil melalui kuesioner respon balik dari peserta mengenai tingkat kepuasan sebanyak 50% merasa puas, 38,1% merasa puas sekali, dan 11,9% merasa cukup puas dengan adanya PkM ini. Dengan demikian diharapkan mahasiswa dapat meningkatkan wawasan dan kompetensi untuk dapat bersaing pada masa indutri 4.0 ini. Kata kunci—figma, pengabdian masyarakat, ui/ux, user experience, user interface. The existence of UserInterface (UI) and User Experience (UX) Designer has been increasingly needed in recent times. One of the reasons is because many companies are starting to use mobile platforms and websites for business development. In answering this challenge, knowledge of UI / UX is needed in terms of conducting program design, this is also in line with one of the goals of the S1 Informatics Engineering Study Program profile, STMIK Tasikmalaya, namely; Producing experts in the field of Information Technology who are superior, skilled in using ICT and have supporting knowledge that is relevant to the type of work they handle. The ability to control technology and information, especially for 3rd semester students of the Informatics Engineering Study Program, in mastering the UI / UX design concept is needed. Through PkM activities carried out online through zoom meetings and live www.youtube.com, and results were obtained through questionnaire responses from participants regarding the satisfaction level of 50% being satisfied, 38.1% very satisfied, and 11.9% feeling quite satisfied with this PkM. Thus, it is hoped that students can increase their insight and competence to be able to compete in this industrial era 4.0. Keywords— community service, figma, ui/ux, user experience, user interface.
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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 (January 13, 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 made using the Design Thinking method and for the testing using Usability Testing.
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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 (August 29, 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 junior high school level, 10.07% on senior high school level, and 10% on vocational high school level. Cumulatively, from primary school level to vocational high school level, there are 247.462 unqualified teachers and headmasters in Indonesia. This is a serious problem, considering that teachers are important component in determining the quality of education itself. In this research, UI/UX design prototype of learning web application named “IdeIn” was developed using Design Thinking method that consists of empathize, define, ideate, prototype, and test stages. The main focus of this learning web application is to provides an opportunity to the whole community to support education in Indonesia by conducting online classes.
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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 (May 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 the results of the prototype design can be easily used and understood by the user. The results of this study indicate that the gamification application in this prototype was successful. In addition, the design results that have been tested with the UI / UX method get a mean value of 2.04 and are included in the excellent criteria. Looking at the results of the research, it can be said that gamification makes scouting activities more interesting. Furthermore, the design concept of this application can help scouting activities online.Keywords: Gamification, Scout, UI/UX.Abstrak. Jumlah anggota pramuka mengalami penurunan dikarenakan kalah bersaing dengan ekstrakurikuler lainnya. Selain itu, mengingat kondisi pandemi saat ini, kegiatan pramuka menjadi terhambat. Penelitian ini bertujuan untuk membuat purwarupa aplikasi mobile pramuka secara daring dan menarik. Penelitian ini menerapkan gamifikasi agar kegiatan pramuka khususnya di sekolah menjadi lebih menarik minat siswa dan lebih menyenangkan. Selain gamifikasi, penelitian ini juga menggunakan metode UI/UX seperti usability testing, A/B testing dan User Experience Questionaire (UEQ). Metode ini digunakan agar hasil desain purwarupa dapat mudah digunakan dan dimengerti oleh pengguna. Penelitian ini menunjukan penerapan gamifikasi di purwarupa ini berhasil. Selain itu, hasil desain yang telah diuji dengan metode UI/UX mendapatkan nilai rerata 2,04 yang termasuk ke dalam kriteria unggul. Berdasar dari hasil penelitian, dapat dikatakan penggunaan gamifikasi membuat kegiatan pramuka lebih menarik. Selain itu, konsep desain aplikasi ini dapat membantu kegiatan pramuka secara daring.Kata Kunci: Gamifikasi, pramuka, UI/UX.
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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 (March 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 practice. This paper proposes a systematic and generalizable approach to modeling and evaluating the properties of mobile usability, herein treating it as a first-class software quality from the perspective of software engineering. We devise a UX evaluation framework for mobile usability, which we call UX Evaluation Framework (UEF) throughout this paper. A UX is specified by inter-scene interactions between users and terminals of software products using Extended Menu Navigation Viewpoints (EMNVs); then, a model checker, NuSMV, is adopted to observe whether the EMNV model meets a set of given UX properties. Importantly, the analysis and design of RUP is extended to support the co-design of UX and UI so that major roles, activities and artifacts in the UX and UI can be explicitly monitored and controlled by stakeholders. Through case studies, we demonstrate that UEF works properly to treat software products that prioritize mobile usability. Consequently, UEF plays a key role in filling the gap between two research disciplines to address usability: software engineering and human–computer interactions.
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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 (November 25, 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 Experience (UX) development process. With a usable and aesthetically pleasing UI, message and information about light pollution could be conveyed through a positive gameplay interaction.
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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 (September 30, 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 (March 18, 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). Perancangan aplikasi DOREMI berbasis Android ini memperhatikan banyak aspek. Salah satu aspek paling penting dalam perancangan aplikasi Android ini yaitu desain User Interface dan User Experience (UI/UX). Dengan perancangan UI/UX yang menarik akan menimbulkan minat pada anak-anak untuk belajar alat musik dari aplikasi tersebut. User Interface fokus kepada bagaimana seluruh tampilan aplikasi Android dilihat dan ditata dari antarmuka dengan pengguna. Sedangkan User Experience fokus kepada kenyamanan pengguna saat menggunakan aplikasi. Kemudian aplikasi diuji menggunakan white box dan black box.
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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 (December 26, 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, serta dapat memenuhi kebutuhan pengguna smartphone (user friendly), design thinking, dan menguji prototype. Penilaian UX menggunakan design review dengan hasil penilaian nilai “very good”, pengujian usability menggunakan kuisoner SEQ (Single Ease Question) mendapatkan hasil “mudah digunakan” dan SUS (System Ussability Scale) mendapatkan hasil “accapteble” dengan 50 responden yang telah dilakukan.
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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 (December 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 Method. User interface includes colour, shape and layout the interface. User experience in game design process includes the tangible user interface, constructive and helpful feedback, content and storytelling, how to appreciate user. This study explored the user interface and user experience in the process of developing a gamification of a non-game subject, Journalism Interviewing Method.
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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 (June 30, 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 (November 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 application that is often used by users in modern era in the last five years. The beginning of online transportation was started by Uber, the first online mobile application based transportation that was present in Jakarta, and then it was followed by Go-Jek and Grab. The three online transpotrations come as a solution to transportation problem in urban city, Jakarta. In this thesis the researcher will analyzing the role of user experience (UX) and user interface (UI) mobile application online transportation category from visual communication perspective, so the mobile application that are made can give a solution in transportation needs and friendly user. Also in this research, the reseracher also analyze the effect of UX-UI on the lifestyle transportation in urban city, Jakarta. It is expected that in the future this research can assist designers in designing mobile application with UX-UI that are gave useful outcome for user's life, viewed from the design perspective. The methodology that is used in this thesis research is qualitative methodology, with case study analysis technique. The result of this research is the difference of user experience between the three online transportation company was made due to different vision and mission of each company, which effected the difference of their user interface. UX-UI that has difference between Grab, Go-Jek and Uber gave result in difference mindsets that casue difference motivation of each user while they using Grab, Go-Jek and Uber and thereby causing different lifestyle when using mobile application online transportation</p><p> </p><p>Abstrak<br />Peranan teknologi digital dan internet, serta keberadaan telepon genggam pintar (smartphone) telah menciptakan komunikasi dua arah, antara pengguna (user) dan produsen. Para user dihubungkan oleh aplikasi yang terunduh pada mobile application. Dampak dari keberadaan mobile application, adalah pengguna (user) akan merasa dimudahkan dalam menjalankan aktivitas sehari-harinya. Pengguna juga bisa memilih tipe atau kategori mobile application yang sesuai dengan kebutuhan mereka Kategori transportasi online, merupakan mobile application yang sering digunakan oleh para pengguna (user) dalam rentang waktu lima tahun terakhir. Diawali oleh kemunculan Uber, mobile application transportasi berbasis online pertama yang hadir di Jakarta, disusul oleh Go-Jek dan Grab. Ketiga produsen transpotrasi online ini hadir sebagai solusi permasalahan transportasi di kota urban, Jakarta. Pada tesis ini akan diteliti peranan dari user experience (UX) dan user interface (UI) pada mobile application transportasi online dilihat dari kacamata desain komunikasi visual, sehingga mobile application yang dibuat bisa memenuhi kebutuhan akan transportasi dan mudah digunakan oleh pengguna (user). Serta pengaruh UX-UI terhadap gaya bertransportasi masyarakat urban. Diharapkan di masa depan penelitian ini dapat membantu para desainer dalam mendesain mobile application dengan kaidah UX-UI yang berguna bagi kehidupan user, dilihat dari kacamata desain. Metodologi yang dipakai dalam penelitian tesis ini adalah metodologi penelitian kualitatif, dengan teknik analisis studi antar kasus. Hasil dari penelitian ini adalah ditemukannya perbedaan user experience antara ketiga penyedia jasa transportasi online, dikarenakan perbedaan visi misi perusahaan yang berbeda, yang mengakibatkan perbedaan user interface. Perbedaan UX-UI antara Grab, Go-Jek dan Uber pada akhirnya mengakibatkan perbedaan pola pikir yang melandasi motivasi masing-masing user dalam menggukaan Grab, Go-Jek dan Uber sehingga menyebabkan perbedaan gaya bertransportasi (lifestyle) yang berbeda pula saat menggunakan mobile application transportasi online.</p><p> </p>
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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 (December 10, 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 order feature. The user experiencedesign method used is the five planes user experience elementsmethod followed by writing HTML, CSS, and Javascript tags. Theresult of the design is a "Muggle Division" website with UI and UXrules. The use of UI methods includes color, layout, typography,whitespace, icons, and animation. The use of the UX method is in thestep by the step payment system and page login which provides theoption of page register for visitors who are not yet a member of the"Muggle Division".
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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-service professionals. One of the competencies which is crucial and in demand today for a wide range of specialists, is the mastering the fundamentals of UX/UI-design. The purpose of the paper is to cover the approaches to the creation of the content of pre-service specialists' training on the fundamentals of UX/UI-design. The significance of the said fundamentals learning in the process of various specialists' training is discussed. It is proposed the practically-driven approach to the curriculum building. It is distinguished invariant and variable parts in the curriculum of such a training. The content of three core modules which make invariant part of the curriculum is presented. Some relevant forms of work with students are offered within each module. The prospects of the work make the preparation and doing empirical research directed on the verification of the offered approach to the curriculum building in the process of different specialists' training.
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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 (December 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 (July 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 (December 23, 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 prototype of a mobile application with planning of project stages and distribution of tasks between team members, using scrum technology is shown.
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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 (September 30, 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 quality of software products in accordance with international and Russian standards and their applicability for assessing user interfaces of electronic educational resources are analyzed. The conclusion is made about the importance of the indicator “practicality” in relation to this type of software product as an indicator of an individual evaluation of the use of a product by a certain user or circle of users. The classical methods for assessing the quality of the human-machine interaction interface and the applicability of experimental and formal methods for assessing quality are considered. The analysis of modern approaches to the design of user interfaces based on UX/UI design is given. An assessment of the requirements and criteria for assessing the user interface from the standpoint of modern design is given. The tasks and features of the UX and UI components of the design process are analyzed. The essence of the modern term “usability” as an indicator of the interface evaluation is explained, and the qualitative evaluation criteria for this indicator are considered. The concept of UX testing is given, the main stages of this process are considered. The importance of taking into account the subjective psychological factors of interface perception is substantiated. The indicators for assessing the quality of user interfaces, based on the cognitive factors of its perception by a person, are analyzed.
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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 (March 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 (July 20, 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 educate its user about possible inundation zones resulting from a tsunami. Ongoing user engagement through interactive simulation is the prime focus of the initial (dormant) state of the app. In case of an actual tsunami the app registers the event and adapts its UI accordingly. Crucial life-saving wayfinding information will then be displayed in a contextual manner considering contrast, typography, limited user attention and ease of use.
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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 (December 31, 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 (June 29, 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 applications in 4 popular online stores in Indonesia.This study used qualitative research methods. The analysis is carriedout using the principles of pattern and graphic layout, the heuristicmethod of the 10 Nielsen principles used to evaluate a device orapplication.The results of this study successfully proved that the 4 Nielsenprinciples are used by mobile commerce applications (Bukalapak,Shopee, Tokedia, Lazada), namely Match between system and thereal world, Consistency and standards, Error prevention,Recognition rather than recall. The mobile commerce applicationhas the same shopping flow pattern and interface layout that is likethe navigation buttons on the top and bottom of the page, visualweight for promotional features, the concept of finger touch for thesafe size of a button measuring 1x1 cm, visual objects entered on thethumb zone mostly contain elements important and promotions suchas digital bill payments and discounts.
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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 (September 28, 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 menggunakan metode design thinking, yang terdiri dari tahapan empathize, define, ideate, prototype dan test. Sehingga hasil dari perancangan ini memberikan rekomendasi berupa model UI/UX pada aplikasi mobile yang bernama “kembaliin”, dengan mengidentifikasi permasalahan kebutuhan informasi yang terdapat pada penanganan kasus kehilangan dan temuan barang tercecer di tempat umum. Model perancangan aplikasi dirancang berdasarkan target pengguna dalam memfasilitasi kebutuhan pertukaran informasi untuk kasus kehilangan dan temuan barang tercecer bagi masyarakat urban. Model perancangan aplikasi ini berperan sebagai perantara dalam memfasilitasi kebutuhan pertukaran informasi antara pihak korban dan pihak penolong.
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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 (December 28, 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 themes: acceptance level, vitality awareness and tendency expectation. Keywords: Design Emotion, User Experience, User Interface, Academic Culture, Creative Industries eISSN: 2398-4287© 2020. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open access article under the CC BYNC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/10.21834/ebpj.v5iSI3.2551
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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 (October 7, 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 final phase which is a series of in-depth interviews of air passengers on their usability test sessions and experts from the related industries. Coding and clustering was utilised to analyse the qualitative data obtained. Findings: The study examines the differences in online ticket purchasing platforms including airline's website, mobile-site and mobile application. The results identified five areas of factors: physical, trust, willingness to learn, context of use and adjustment. With regard to these factors, there are no single platform that outperform others. Airlines need to ensure that UX/UI of all platforms meet the users’ requirements in all circumstances. Originality/value: The study reveals the customer thinking processes on online purchasing behaviour. It focuses on web-usability and user experience of different booking platforms. The findings allow the subjected LCC to improve customer experience and optimise its platforms. The paper could also benefit other entrepreneurs who are in the related industry or similar contexts. In addition, the study of user-experience in the context of airline industry, particularly in the emerging countries like Thailand is limited.
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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 (July 6, 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 applications, and it is unusable in applications designed for iOS systems. The aim of this paper is to investigate by an experiment the quality of experience (QoE) of a static and animated FAB and compare it to the toolbar alternative. The experimental results of different testing methods rejected the hypothesis that the usage and animation of this UI element has a positive influence on the application usability. However, its static and animated utilization enhanced the ratings of hedonic and aesthetic features of the user experience, justifying the usage of this type of button.
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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 (June 3, 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.The design of user experience and user interface optimization are designed to build an Android mobile application prototype for Koperasi Simpan Pinjam dan Pembiayaan Syariah (KSPPS) Kode Funding that is using the Five Planes Element of User Experience by Garrett (2011) and considering the aspects of usability and aesthetics. The evaluation was carried out using techniques such as think aloud and learnability assessment by testing 5 participants for a medium fidelity prototype. The final evaluation results on usability testing using task success get a 90% success rate for time and task completion. All participants can complete the proposed task. Meanwhile, the results of the time completion evaluation were calculated to be 5 out of 50 participants that exceeded the time limit. Participants assumed that the prototype with UX design giving a more attractive appearance and the better experience when using the application, as well as the availability of detailed transaction information. ABSTRAK Aplikasi Kode Funding adalah aplikasi koperasi berbasis mobile yang merupakan produk layanan dari PT Kodetag Global Teknotama. Aplikasi ini telah dirancang memiliki fungsi atau fitur transaksi pada koperasi, namun belum dilakukan perancangan user experience (UX) dan optimasi user interface (UI) untuk memenuhi kebutuhan dan mencapai kepuasan pengguna. Sehingga, ketika user menggunakan aplikasi tersebut, terdapat kesulitan dalam melakukan transaksi pada aplikasi seperti adanya kesalahan input data setoran. Hal berikut tentunya mempengaruhi performa dan kinerja dari pengguna aplikasi dalam bertransaksi.Perancangan user experience dan optimasi user interface dimaksudkan agar terbentuknya prototipe aplikasi mobile Android Koperasi Simpan Pinjam dan Pembiayaan Syariah (KSPPS) Kode Funding yang menggunakan metode Five Planes User Experience Elements oleh Garrett (2011) dengan mempertimbangkan aspek usability dan estetika. Evaluasi dilakukan menggunakan teknik think aloud dan penilaian learnability dengan pengujian pada 5 partisipan untuk medium fidelity prototype. Hasil akhir evaluasi pada usability testing menggunakan task success mendapatkan success rate sebesar 90% untuk time and task completion. Seluruh partisipan dapat menyelesaikan task yang diajukan. Sedangkan, hasil evaluasi dari pemenuhan waktu terdapat 5 dari 50 partisipan melebihi batas waktu. Partisipan menganggap pengembangan prototipe dengan perancangan UX memberikan dampak tampilan yang lebih menarik dan pengalaman menggunakan aplikasi yang lebih baik, serta adanya informasi transaksi yang lebih rinci.
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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 (June 30, 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 (February 1, 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 of mobile application along with the mediating role of attitude towards design of mobile application. For this purpose, data from 447 mobile application designers has been collected through online survey questionnaire. The collected data has been analyzed through SPSS and AMOS statistically. The results of the study suggest that all the independent variables i.e. need for uniqueness; self identity and perceived performance risk have significant and positive impact on the usage behavior of mobile applications. In addition, the mediating role of attitude towards mobile application design has also been found as significant in all three cases.
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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 (November 30, 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 perangkat lunak Android Studio dan SQLite. Untuk melakukan uji coba aplikasi, peneliti memilih menggunakan beberapa istilah geometri berbahasa Inggris dari http://www.mathwords.com/. Istilah geometri dipilih karena penerapannya pada jurusan lain misalnya di jurusan sistem informasi, geometri dipelajari oleh mahasiswa saat mempelajari AutoCad, Desain UI / UX, dan lain-lain. Validasi dilakukan secara daring kepada seorang ahli pemrogaman. Selanjutya ujicoba aplikasi dilakukan juga secara daring kepada 20 mahasiswa di lingkungan kampus. Hasil rata-rata keduanya adalah 90,27%. Jadi sesuai dengan skala Likert, aplikasi "AnyWord" layak dan dapat digunakan oleh umum. </span></p>
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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 (November 30, 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 perangkat lunak Android Studio dan SQLite. Untuk melakukan uji coba aplikasi, peneliti memilih menggunakan beberapa istilah geometri berbahasa Inggris dari http://www.mathwords.com/. Istilah geometri dipilih karena penerapannya pada jurusan lain misalnya di jurusan sistem informasi, geometri dipelajari oleh mahasiswa saat mempelajari AutoCad, Desain UI / UX, dan lain-lain. Validasi dilakukan secara daring kepada seorang ahli pemrogaman. Selanjutya ujicoba aplikasi dilakukan juga secara daring kepada 20 mahasiswa di lingkungan kampus. Hasil rata-rata keduanya adalah 90,27%. Jadi sesuai dengan skala Likert, aplikasi "AnyWord" layak dan dapat digunakan oleh umum. </span></p>
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Aguayo, Claudio. "Interface Xperience." Pacific Journal of Technology Enhanced Learning 2, no. 1 (January 31, 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 unpredictable changes in their environments while maintaining internal coherence over time (Maturana & Varela, 1980). The Santiago school of cognition (Luisi, 2016), founded on the concept of autopoiesis, considers this adaptive capacity of living organisms towards their environment as an ‘intelligent’ and ‘cognitive’ process. But most importantly, it establishes that human experience and cognition are unique to every individual and context (Thompson, 2007). This has profound epistemological consequences when designing digital technology in education, as the dominant ‘one solution fits all’ paradigm becomes invalid; on the contrary, digital technology and their associated educational processes on learners ought to provide as many (intelligent) solutions as individuals and contexts there are (Aguayo, 2018, 2019). Hence, from the perspective of the Santiago school, the notion of ‘user experience design’ (UX design) is inadequate. Based on the above, Aguayo (2018) proposes that digital technology can be embedded with autopoietic properties found in living systems during the design of the ‘user interface’ (UI design), potentially creating ‘intelligent’ technology-enhanced learning tools, platforms, affordances, experiences and/or systems that can, in theory, self-adapt to changing conditions and socio-culturally different learners over time. This means that during the process of creating digital technology tools and affordances – or ‘systems’, the focus should be on developing adaptable and flexible interfaces that can actively facilitate the learning process and learning experience on users – a process termed here as ‘interface experience design’ or IX design. Such an epistemological view of technology-enhanced learning design becomes important given that learners bring into the learning process complex and unpredictable socio-cultural and emotional backpacks that determine their own learning experience in unique ways. Ultimately, the aim behind the notion of IX design is to promote a more efficient and adaptable type of design, development and use of technology-enhanced learning systems over time. In this session, the underlying theoretical and conceptual arguments from the Santiago school of cognition for reconsidering UI/UX design in technology-enhanced learning will be introduced and explored in relation to promoting adaptable and long-lasting meaningful learning processes on diverse audiences.
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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 (June 30, 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 (February 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 (October 1, 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 general phenomena of scientific theories, namely graphic design, animation, communication and UI/UX. The result is based on formalistic side is indicated that interactive animation “Around Java” is effective in terms of visual appearance, and in terms of communication as a messenger of the cultural message which can be conveyed well and clearly because it is supported by audio visual and<br />interesting interaction experiences.</p><p> </p><p><strong>Abstrak</strong><br />Strategi Visual Animasi Interaktif “Keliling Jawa”. Animasi interaktif “Keliling Jawa” merupakan sebuah animasi interaktif yang dikemas dengan teknologi digital, di mana di dalamnya terdapat bahasa visual berupa animasi dan audio untuk memperkenalkan budaya pulau Jawa. Animasi interaktif “Keliling Jawa” menyimpan keistimewaan karena ada tujuan sosial dalam menyampaikan pesan informasi yang mendidik tentang kekayaan budaya Indonesia. Pendekatan estetik yang dilakukan<br />adalah menganalisis objek penelitian dengan menggunakan kriteria, prinsip, dan fenomena umum teori-teori keilmuan, yaitu desain grafis, animasi, komunikasi dan UI/ UX. Hasilnya adalah berdasarkan aspek formalistik, animasi interaktif “Keliling Jawa” efektif dari segi penampilan visual, dan secara aspek komunikasi sebagai penyampai pesan budaya dapat menyampaikan pesan dengan baik dan jelas karena didukung<br />dengan audio visual serta pengalaman interaksi yang menarik.</p>
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46

Woo Jwa, Jeong, and . "Development of Personalized Travel Products for Smart Tour Guidance Services." International Journal of Engineering & Technology 7, no. 3.33 (August 29, 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 tourist attractions, lodgments, and restaurants. During the trip, FITs can use smart tour guidance services according to the tour schedule in the personalized travel product. In the developed smart tourism system, FITs can modify the personalized travel product during their trips and register them as the recommend travel products after their trips.
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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 (March 31, 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 / UI design, game design, concept art and character design. Examples of reflection these tendencies in modern art are given. Given the selected trends, it is shown how they affect the content of training in computer graphics and digital design for students of the educational program "Digital Design" (list of compulsory and optional educational components, the content of educational practice). It is noted that to successfully work with computer graphics, students need to master traditional knowledge of pictorial arts (the concept of composition, color, perspective, proportions, shadows) and the ability to use them to create digital products using computer programs (2D graphic editors and 3D graphics) and digital technology (graphics tablet, personal and personal computer, projection equipment, camera, devices for VR and AR reality, scanner and printer, including 3D scanner and 3D printer).
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48

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 (November 12, 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 is to demonstrate how the design process of an e-marketplace platform, throughout its different phases, may contribute to the revitalization of traditional industries. The methodologies adopted in the framework consisted in the study of UX and UI best design practices, including wireframe design, user flows, definition of personas, development of prototypes, and style guides. The results of the conducted usability tests to the prototype allowed a gradual improvement of the solution, culminating in the confirmation of its effectiveness. The study concluded that digital technology, namely a designed e-marketplace solution, could potentially bring buyers and sellers closer together, thus being a tool with high potential for the dissemination and sustainability of the craft industry.
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Saragih, Rijois, Risda Pangaribuan, Tiurma Naomi, Gorbyno Sitepu, Desty Siregar, Yanti Sibarani, Wiwi Ginting, and Enda Pinem. "Perancangan Desain User Interface Dan User Experience Pada Aplikasi Jasa Pengangkutan Sampah Trash Care." METHOMIKA: Jurnal Manajemen Informatika dan Komputerisasi Akuntansi 4, no. 1 (April 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 application, which can help fight waste. This research focuses on designing the user interface (UI) and user experience design (UX) of the Trash Care application based on ease of use, efficiency, and ease of use for the user. In this study, the process and the data acquisition methods of the trash care application are explained using the documentation using the UCD method. The results of this study are in the form of an application interface design that is tailored to the needs of users. The user interface design for mobile applications is expected to increase user interest in waste disposal and public knowledge of the distinction between organic and inorganic waste.
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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 (June 1, 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 User Experience (UI/UX) as well as definition of the screen object’s sizes and positions that would be suitable in all mobile devices. The importance of agile cycles of alpha and beta testing was also discussed, particularly its influence on the enhancement of game features. However, a successful game is recognized based on its earnings. Hence, a guide on how to properly market the game was also included. A model game called “By Two” was used in this study to illustrate and explain the steps in detail.
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