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1

Rusu, Cristian, Virginica Rusu, Silvana Roncagliolo, and Carina González. "Usability and User Experience." International Journal of Information Technologies and Systems Approach 8, no. 2 (2015): 1–12. http://dx.doi.org/10.4018/ijitsa.2015070101.

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Human – Computer Interaction (HCI) should be a basic part of the formative process of all Computer Science (CS) professionals. Usability and User Experience (UX) were (re)defined by many authors and well recognized standards. UX is usually considered as an extension of usability. To move from usability to UX seems to be a tendency lately. The lack of generally agreed formal definitions of HCI/usability/UX may have consequences on their development and recognition among CS communities, especially in regions where HCI is poorly developed, as Latin America. Practical activities are fundamental in
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Winanda, Salsa, Tengku Khairil Ahsyar, Angraini, and Megawati. "User Experience Evaluation of M-Passpor Using User Experience Questionnaire." Jurnal Sistem Cerdas 7, no. 3 (2024): 318–27. https://doi.org/10.37396/jsc.v7i3.474.

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This study evaluates UX of the M-Passpor application, an m-government application to facilitate the online passport administrative process and reduce queues at the immigration office. Although this application offers convenience in making passports, since its release M-Paspor has received many complaints from users regarding the services provided. A UX evaluation was conducted using the UEQ method, which measures six of these aspects aspects: Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty. The outputs presented that Perspective and Attractiveness aspects had t
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Yeza, Mia Putri, Fauzi Adi Saputra, Marsya Halya Alfrida, Capriandika Putra Susanto, Anka Luffi Ramdani, and Humannisa Rubina Lestari. "Comparing User Experience Poro and Obenkyou Applications Using the User Experience Questionnaire." Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) 9, no. 4 (2025): 1478–88. https://doi.org/10.35870/jtik.v9i4.4217.

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The success of educational apps is closely tied to the quality of user experience (UX). This study compared the UX of two Japanese language learning apps, Poro and Obenkyou, to examine the impact of different instructional designs. Sixty-five respondents, all of whom had used both apps for at least one week, rated six UX dimensions-Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty-using the User Experience Questionnaire (UEQ). Data analysis using the official UEQ tool and independent t-tests showed that both apps received positive ratings on all dimensions, but P
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Praveen, Kumar. "User Experience Testing for Mobile Apps in Digital Transformation: Nuances in Seamless and Intuitive User Experience Across Devices and Platforms." Journal of Scientific and Engineering Research 8, no. 6 (2021): 147–56. https://doi.org/10.5281/zenodo.12805052.

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In the era of digital transformation, mobile applications have become crucial enablers of seamless and intuitive user experiences. As businesses increasingly rely on mobile apps to engage customers and drive digital initiatives, ensuring optimal user experience (UX) across diverse devices and platforms has become a critical success factor. This paper explores the significance of user experience testing in mobile engineering for digital transformation, emphasizing the importance of delivering consistent, intuitive, and seamless user experiences. We discuss the nuances and challenges involved in
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Hanafi, Dani, Isidorus Anung Prabadhi, and Galuh Boy Hertantyo. "PERANCANGAN DESAIN USER INTERFACE/USER EXPERIENCE : SYSTEMATIC LITERATURE REVIEW." JATI (Jurnal Mahasiswa Teknik Informatika) 9, no. 3 (2025): 4665–71. https://doi.org/10.36040/jati.v9i3.13782.

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Perancangan User Interface (UI) dan User Experience (UX) menjadi aspek krusial dalam pengembangan teknologi digital untuk memastikan pengalaman pengguna yang optimal. Penelitian ini bertujuan untuk men-gidentifikasi tren metode, platform, dan media yang paling umum digunakan dalam desain UI/UX berdasarkan studi literatur yang tersedia. Studi ini menggunakan metodologi PRISMA terhadap berbagai publikasi ilmiah terkait UI/UX untuk mengevaluasi pendekatan yang sering digunakan, seperti Design Thinking, User-Centered Design (UCD), Human-Centered Design (HCD), dan Lean UX. Selain itu, penelitian in
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Shourmasti, Elaheh Shahmir, Ricardo Colomo-Palacios, Harald Holone, and Selina Demi. "User Experience in Social Robots." Sensors 21, no. 15 (2021): 5052. http://dx.doi.org/10.3390/s21155052.

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Social robots are increasingly penetrating our daily lives. They are used in various domains, such as healthcare, education, business, industry, and culture. However, introducing this technology for use in conventional environments is not trivial. For users to accept social robots, a positive user experience is vital, and it should be considered as a critical part of the robots’ development process. This may potentially lead to excessive use of social robots and strengthen their diffusion in society. The goal of this study is to summarize the extant literature that is focused on user experienc
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Lanius, Candice, Ryan Weber, and Joy Robinson. "User Experience Methods in Research and Practice." Journal of Technical Writing and Communication 51, no. 4 (2021): 350–79. http://dx.doi.org/10.1177/00472816211044499.

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User experience (UX) researchers in technical communication (TC) and beyond still need a clear picture of the methods used to measure and evaluate UX. This article charts current UX methods through a systematic literature review of recent publications (2016–2018) and a survey of 52 UX practitioners in academia and industry. Our results indicate that contemporary UX research favors mixed methods, and that usability testing is especially popular in both published research and our survey results. This article presents these findings as a snapshot of contemporary research methods for UX.
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Zaharias, Panagiotis, Christos Gatzoulis, and Yiorgos Chrysanthou. "Exploring User Experience While Playing Educational Games." International Journal of Gaming and Computer-Mediated Simulations 4, no. 4 (2012): 19–32. http://dx.doi.org/10.4018/jgcms.2012100102.

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The concept and methods of user experience (UX) are gaining momentum in the game industry. Designers and educational practitioners aim to provide rich and effective user experience through serious educational games. Nevertheless several phenomena that delineate the complex issue of UX in serious gaming remain unexplored. This empirical study sheds light on temporality of UX and attractiveness of serious games. More specifically it explores a) how pragmatic and hedonic UX quality affects attractiveness in a serious game and b) investigates differences between anticipated and episodic UX so as t
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Rebelo, Francisco, Paulo Noriega, Emília Duarte, and Marcelo Soares. "Using Virtual Reality to Assess User Experience." Human Factors: The Journal of the Human Factors and Ergonomics Society 54, no. 6 (2012): 964–82. http://dx.doi.org/10.1177/0018720812465006.

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Objective: The aim of this article is to discuss how user experience (UX) evaluation can benefit from the use of virtual reality (VR). Background: UX is usually evaluated in laboratory settings. However, considering that UX occurs as a consequence of the interaction between the product, the user, and the context of use, the assessment of UX can benefit from a more ecological test setting. VR provides the means to develop realistic-looking virtual environments with the advantage of allowing greater control of the experimental conditions while granting good ecological validity. Method: The metho
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Rivansyah, Muhammad, Deni Arifianto, and Wiwik Suharso. "Analisis User Interface dan User Experience Pada SIA Mobile UM Jember dengan Metode User Experience Questionnaire." JUSTINDO (Jurnal Sistem dan Teknologi Informasi Indonesia) 8, no. 2 (2023): 108–15. http://dx.doi.org/10.32528/justindo.v8i2.623.

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SIA UMJ Mobile adalah singkatan dari Sistem Informasi Akademik berbasis mobile Universitas Muhammadiyah Jember. Aplikasi ini merupakan sistem informasi akademik berbasis Android yang dimiliki oleh universitas Muhammadiyah Jember. Fungsinya adalah membantu mahasiswa dalam mencari informasi tentang perkuliahan dengan akses yang dapat diakses di berbagai tempat dan waktu. Dalam penelitian ini dilakukan analisis UI dan UX pada Sistem Informasi Akademik UMJ Mobile yang berfungsi menilai tingkat keberhasilan UI dan UX. Untuk menilai tingkat keberhasilan UI dan UX penulis menggunakan metode perhitung
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Hasan, Zahid, and Rathindra Chandra Gope. "Dynamics of User Experience (UX)." International Journal of Computer Applications 81, no. 16 (2013): 18–24. http://dx.doi.org/10.5120/14207-2443.

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Hinderks, Andreas, Francisco José Domínguez Mayo, María José Escalona, and Jörg Thomaschewski. "Requirements for User Experience Management - A Tertiary Study." International Journal of Interactive Multimedia and Artificial Intelligence In Press, In Press (2024): 1–8. http://dx.doi.org/10.9781/ijimai.2024.01.004.

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Today’s users expect to be able to interact with the products they own without much effort and also want to be excited about them. The development of a positive user experience must therefore be managed. We understand management in general as a combination of a goal, a strategy, and resources. When applied to UX, user experience management consists of a UX goal, a UX strategy, and UX resources. We conducted a tertiary study and examined the current state of existing literature regarding possible requirements. We want to figure out, what requirements can be derived from the literature reviews w
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St. Peter, Hilary A. Sarat. "Communicating User Experience." International Journal of Sociotechnology and Knowledge Development 7, no. 2 (2015): 14–26. http://dx.doi.org/10.4018/ijskd.2015040102.

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Research in the ICT4D field implicates lack of user-centered design in the high rate of ICTD project failure. The field of user experience (UX) offers potentially fruitful approaches for user-centered design. In the ICTD context, these principles and methods clash with the triple constraints of project management (time, scope and funding). This paper introduces the user persona from UX design as a powerful tool for considering the user's perspective within resource-constrained ICTD projects. Although personas appear simple, they introduce complex communicative affordances, pragmatic benefits,
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Hashim, Nor Laily, Norhanisha Yusof, Azham Hussain, and Marhaiza Ibrahim. "User Experience Dimensions for E-procurement." Journal of Information and Communication Technology 21, no. 4 (2022): 465–94. http://dx.doi.org/10.32890/jict2022.21.4.1.

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The use of e-procurement is needed for business transactions, especially regarding procurement activities. However, system usersalways demand and expect to use the system without problems. Existing studies on e-procurement do not focus on user experience(UX). Only a few studies have identified dimensions for UX evaluation; however, they are for e-government online services and construction. Identifying the UX dimensions for e-procurement is important for measuring user experience to provide better services. Therefore, this study attempted to investigate and determine the dimensions of user exp
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Kocaballi, Ahmet Baki, Liliana Laranjo, and Enrico Coiera. "Understanding and Measuring User Experience in Conversational Interfaces." Interacting with Computers 31, no. 2 (2019): 192–207. http://dx.doi.org/10.1093/iwc/iwz015.

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Abstract Although various methods have been developed to evaluate conversational interfaces, there has been a lack of methods specifically focusing on evaluating user experience. This paper reviews the understandings of user experience (UX) in conversational interfaces literature and examines the six questionnaires commonly used for evaluating conversational systems in order to assess the potential suitability of these questionnaires to measure different UX dimensions in that context. The method to examine the questionnaires involved developing an assessment framework for main UX dimensions wi
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Idogawa, Juliano, Flávio Bizarrias, Ricardo Camara, and Walter Satyro. "User experience and value: a bibliometric study." Concilium 23, no. 19 (2023): 100–118. http://dx.doi.org/10.53660/clm-2072-23p20.

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This research aimed to explore the literature on user experience (UX) and its correlation with perceived values. While previous studies have often examined UX and value in isolation, our study bridges this gap, highlighting their intertwined relationship. Utilizing a rigorous methodology, a bibliometric review was conducted on the Scopus and Web of Science databases, encompassing articles from 1966 to 2023. The research protocol was validated by a panel of experts, including three doctors and two specialists. Our findings revealed recurrent themes around usability, design, productivity, and th
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Mujinga, Mathias. "Online Banking User Experience: A User Experience Questionnaire (UEQ) Assessment in South Africa." Indonesian Journal of Information Systems 6, no. 2 (2024): 117–29. http://dx.doi.org/10.24002/ijis.v6i2.8606.

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Online banking has seen tremendous growth driven by the emergence of the fourth industrial (4IR) and innovative technologies in every aspect of our daily activities. Hence, there is an emergence of areas of research around aspects of online banking, such as the need for user experience. This paper evaluates online banking user experience (UX) using the user experience questionnaire (UEQ). The study collected 725 survey responses from UEQ in South Africa, and the findings show a high quality of UX based on a comparison against the UEQ benchmark data set. More specifically, the hedonic quality s
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Rousi, Rebekah. "Unremarkable experiences - Designing the user experience of elevators." Swedish Design Research Journal 11 (June 28, 2016): 47–54. http://dx.doi.org/10.3384/svid.2000-964x.14147.

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Elevators enable people and goods to be transported to great heights at substantial speeds.The feats required technologically for suspension, movement, controls and safety are no less than remarkable. This is increasingly so when considering the competing new heights of skyscrapers. Although technological accomplishments are becoming ever more extraordinary, for the sake of those using the technologies, there is also the need to counter this remarkableness and consider the unremarkable as an experiential design goal. Discourse in user experience (UX) has mainly focused on designing for positiv
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Putri, Tiara, Rangga Gelar Guntara, and Adi Prehanto. "The Influence of User Experience on Decisions PLN Mobile User Purchases." Journal of Investment Development, Economics and Accounting 1, no. 2 (2024): 230–42. http://dx.doi.org/10.70001/jidea.v1i2.228.

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This study aims to reveal the influence of user experience (UX) quality on purchasing decisions in the PLN Mobile application. Using a quantitative approach, this study analyzes data obtained from 97 active users of PLN Mobile. Data was collected through questionnaires distributed to users who met the criteria of having previously made transactions in the application. The sampling technique used was purposive sampling. The results of simple linear regression analysis show a very significant and positive relationship between the UX variable and purchasing decisions. It was found that 72.1% of t
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Bisset Delgado, Claudia. "User experience (UX) in metaverse: realities and challenges." Metaverse Basic and Applied Research 1 (December 28, 2022): 9. http://dx.doi.org/10.56294/mr20229.

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User experience (UX) design is an interdisciplinary field that combines elements of psychology, computer science, and design. It is concerned with how a product or service is perceived by its users and how it meets their needs. UX designers work to ensure that a product or service is easy to use, efficient, and satisfying for the person using it. The purpose of this article is to describe some implications of User Experience (UX) in the metaverse. UX is relevant in the metaverse because it determines how people interact with and perceive virtual environments. This will involve working with a v
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Hartawan, Muhammad Syarif. "PENERAPAN USER CENTERED DESIGN (UCD) PADA WIREFRAME DESAIN USER INTERFACE DAN USER EXPERIENCE APLIKASI SINOPSIS FILM." JEIS: JURNAL ELEKTRO DAN INFORMATIKA SWADHARMA 2, no. 1 (2022): 43–47. http://dx.doi.org/10.56486/jeis.vol2no1.161.

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The purpose of this research is as a prototype for the application of User Centered Design in the development of User Interface Design and User Experience on the Film Synopsis android application. In developing android applications, the design of the User Interface (UI) and User Experience (UX) is a very important initial stage in using the application. This UI/UX will provide a user experience in using and interacting with this android application. In this article, we explain how UI/UX is designed in Film Synopsis using a User Centered Design (UCD) approach. At UCD there are 4 (four) stages i
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Hussain, Jamil, Zahra Azhar, Hafiz Farooq Ahmad, Muhammad Afzal, Mukhlis Raza, and Sungyoung Lee. "User Experience Quantification Model from Online User Reviews." Applied Sciences 12, no. 13 (2022): 6700. http://dx.doi.org/10.3390/app12136700.

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Due to the advancement in information technology and the boom of micro-blogging platforms, a growing number of online reviews are posted daily on product distributed platforms in the form of spontaneous and insightful user feedback, and these can be used as a significant data source to understand user experience (UX) and satisfaction. However, despite the vast amount of online reviews, the existing literature focuses on online ratings and ignores the real textual context in reviews. We proposed a three-step UX quantification model from online reviews to understand customer satisfaction using t
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Hsueh, Nien-Lin, Hsuen-Jen Lin, and Lien-Chi Lai. "Applying Large Language Model to User Experience Testing." Electronics 13, no. 23 (2024): 4633. http://dx.doi.org/10.3390/electronics13234633.

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The maturation of internet usage environments has elevated User Experience (UX) to a critical factor in system success. However, traditional manual UX testing methods are hampered by subjectivity and lack of standardization, resulting in time-consuming and costly processes. This study explores the potential of Large Language Models (LLMs) to address these challenges by developing an automated UX testing tool. Our innovative approach integrates the Rapi web recording tool to capture user interaction data with the analytical capabilities of LLMs, utilizing Nielsen’s usability heuristics as evalu
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Abdul Kholik, Asep Soegiarto, and Wina Puspita Sari. "Strategi Komunikasi Visual dalam User Interface (UI) dan User Experience (UX) Untuk Membangun Kepuasan Pengguna." TUTURAN: Jurnal Ilmu Komunikasi, Sosial dan Humaniora 2, no. 4 (2024): 335–44. http://dx.doi.org/10.47861/tuturan.v2i4.1358.

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In the current digital era, visual communication is crucial as users rely on interfaces to interact with various platforms. User Interface (UI) and User Experience (UX) design are key components in creating effective visual communication. UI focuses on appearance and aesthetics, while UX pertains to the overall user experience. This study employs a qualitative method through literature review, analyzing relevant written sources such as books and journals to identify findings and principles related to UI and UX. The process involves selecting credible sources and conducting critical analysis of
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Wongso, Karina, and Wulan Purnama Sari. "Analisa UX Writing terhadap User Experience pada Pengguna Aplikasi Grab." Prologia 4, no. 1 (2020): 1. http://dx.doi.org/10.24912/pr.v4i1.6415.

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The high interest of Grab users can be seen from the success of a UX Writer in creating User Experience. User Experience assesses how satisfied someone is with products, systems and services. This research has a purpose to find out the effect of UX Writing that has been done by the UX Writer in Grab application to the User Experience. The theories that are used such as Brand, Branding, User Experience, and UX Writing. The method that is used is quantitative research with the survey method. The sampling technique that is used by the authors is the Non-probability Sampling with the Purposive Sam
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Ntoa, Stavroula, George Margetis, Margherita Antona, and Constantine Stephanidis. "User Experience Evaluation in Intelligent Environments: A Comprehensive Framework." Technologies 9, no. 2 (2021): 41. http://dx.doi.org/10.3390/technologies9020041.

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‘User Experience’ (UX) is a term that has been established in HCI research and practice, subsuming the term ‘usability’. UX denotes that interaction with a contemporary technological system goes far beyond usability, extending to one’s emotions before, during, and after using the system and cannot be defined only by studying the fundamental usability attributes of effectiveness, efficiency and user satisfaction. Measuring UX becomes a substantially more complicated endeavor when the interaction target is not just a technological system or application, but an entire intelligent environment and
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Kusuma, Wahyu Andhyka, Azrul Hazri Jantan, Rusli Bin Abdullah, Novia Admodisastro, and Noris Binti Mohd Norowi. "Mapping User Experience Information Overload Problems Across Disciplines." JOIV : International Journal on Informatics Visualization 7, no. 1 (2023): 22. http://dx.doi.org/10.30630/joiv.7.1.1588.

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User Experience (UX) has been increasing linearly with the systems and digital media. UX concept describes a human factor as an experience with the life cycle of digital technology. UX increases the usability of the product in the industry more than functionality. Interest in UX has produced a huge amount of product and research articles. Moreover, this interdisciplinary topic becomes increased significantly because of the wider applications. However, this benefit become a problem due to the number of publications. The information overload problem is the result of the increasing UX topic. Seve
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Naryapramono, Afrilza Daffa, Diva Satria, Fawwaz Haryolukito Pambudi, Muhammad Azzam Fadhlullah, Tyto Rinandi, and Florentina Yuni Arini. "Analisis user experience Honeycomb pada Platform Lazada." Jurnal Ilmiah Teknologi Informasi Asia 19, no. 2 (2025): 1–13. https://doi.org/10.32815/jitika.v19i2.1069.

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Artikel ini bertujuan untuk menganalisis User Experience (UX) menggunakan model UX Honeycomb pada platform e-commerce Lazada. UX menjadi aspek vital dalam meningkatkan pengalaman berbelanja mulai dari pencarian produk hingga pengalaman dalam membeli produk. Dengan adanya persaingan yang ketat di industri e-commerce, meningkatkan kualitas UX telah menjadi faktor utama dalam pembeda yang secara langsung dapat mempengaruhi pemeliharaan dan pemenuhan kepuasan pengguna, terutama pada platform e-commerce Lazada. Aspek UX Honeycomb yang terdiri dari useable (berguna), useful (mudah digunakan), desira
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ABDUL GHANI, MOHAMAD SHAHFIK AFENDI, and SYADIAH NOR WAN SHAMSUDDIN. "DEFINITIONS AND CONCEPTS OF USER EXPERIENCE (UX): A LITERATURE REVIEW." International Journal of Creative Future and Heritage (TENIAT) 8, no. 1 (2020): 130–43. http://dx.doi.org/10.47252/teniat.v8i1.292.

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Kefahaman berkenaan konsep pengalaman pengguna (UX) adalah berbeza bagi setiap individu bergantung kepada latar belakang seseorang dan daripada industri mana mereka dikaitkan. ia juga dipengaruhi oleh latar belakang dan minat pengkaji itu sendiri. Kepelbagaian versi berkenaan konsep UX ini akan mengelirukan pembaca yang kurang berpengalaman. Selain itu, sehingga kini sesetengah pengkaji bersetuju bahawa UX dan Kebolehgunaan (Usability) tidak mempunyai perbezaan asas yang jelas terutamanya dalam kaedah pengukurannya. Oleh yang demikian, tujuan penulisan ini adalah untuk mengkaji dan mendedahkan
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Rojas, Luis Felipe, Daniela Quiñones, and Claudio Cubillos. "FRAMUX-EV: A Framework for Evaluating User Experience in Agile Software Development." Applied Sciences 14, no. 19 (2024): 8991. http://dx.doi.org/10.3390/app14198991.

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Agile software development prioritizes customer satisfaction through the continuous delivery of valuable software. However, integrating user experience (UX) evaluations into agile projects remains a significant challenge. Existing proposals address specific stages that apply UX evaluation methods but do not fully consider UX artifacts or UX events for integrating user experience into agile processes. To address this gap and support teams, we propose FRAMUX-EV, a framework for evaluating UX in agile software development using Scrum. FRAMUX-EV introduces seven UX artifacts: (1) UX evaluation met
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Samawi, Ghazi A., Luai Jraisat, Fadi Khlaif, et al. "Evaluating Usability and User Experience Amid COVID-19." International Journal of Technology and Human Interaction 19, no. 1 (2023): 1–23. http://dx.doi.org/10.4018/ijthi.328090.

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This research evaluates e-commerce platforms (ECP) amid the COVID-19 pandemic and investigates the relationship between usability and user experience (UX) and e-commerce platforms performance (ECPP) by testing online customer's interactions with online retailers. Exploratory and confirmatory factor analyses assessed the research constructs' dimensions, dimensionality, validity, and composite reliability, while structural path analysis tested the hypothesized model relationships. The empirical results indicate that six usability dimensional attributes are strategically significant antecedents t
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Abuaddous, Hayfa Y., Ashraf Mousa Saleh, Odai Enaizan, Fahad M. Ghabban, and Anas Bassam Al-Badareen. "Automated User Experience (UX) Testing for Mobile Application: Strengths and Limitations." International Journal of Interactive Mobile Technologies (iJIM) 16, no. 04 (2022): 30–45. http://dx.doi.org/10.3991/ijim.v16i04.26471.

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User Experience (UX) evaluation has a significant importance for any interactive application. Mobile device applications have additional limitations to convey good user experiences (UX) due to the usage and features of mobile devices in ubiquitous computing contexts. There are a lot of automated tools available for evaluating, such applications particularly developed for Android and iOS. Automated UX evaluation provides a number of strengths which are able to overcome the limitations of non-automated (moderated) counterparts. Automated UX evaluation is regarded as unexplored field, especially
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Cheng, Fangmin, Suihuai Yu, Shengfeng Qin, Jianjie Chu, and Jian Chen. "User experience evaluation method based on online product reviews." Journal of Intelligent & Fuzzy Systems 41, no. 1 (2021): 1791–805. http://dx.doi.org/10.3233/jifs-210564.

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Evaluating the quality of the user experience (UX) of existing products is important for new product development. Conventional UX evaluation methods, such as questionnaire, have the disadvantages of the great subjective influence of investigators and limited number of participants. Meanwhile, online product reviews on e-commerce platforms express user evaluations of product UX. Because the reviews objectively reflect the user opinions and contain a large amount of data, they have potential as an information source for UX evaluation. In this context, this study explores how to evaluate product
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Maidatussohiba, Esa, Moh Novil Maarij, Bayu Wahyu P, Maynanda Dwi Lisnorviona, and Kadek Ayu Krisna P. "Redesain Website Ventela untuk Meningkatkan User Experience Pengguna Menggunakan Lean UX." ETNIK: Jurnal Ekonomi dan Teknik 2, no. 11 (2023): 1056–69. http://dx.doi.org/10.54543/etnik.v2i11.262.

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The improvement of user experience (UX) is essential in website development, particularly in the current digital era. Ventela website, an e-commerce platform offering a variety of fashion products, needs enhancements in its UX to meet the increasing needs and expectations of users. In this context, this research aims to redesign the Ventela website with a focus on the Lean UX method to achieve a better user experience. Lean UX is a design approach that emphasizes collaboration among the development team, designers, and users during the design process, while focusing on rapid iterations to ensu
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Quah, Wei Boon, Noraini Mohd Banua, Zulhana Zulkifle, and Nurul Halimatul Asmak Ismail. "Revolutionizing Learning: User Experience Evaluation of the C#Venture Application Using the User Experience Questionnaire (UEQ)." Journal of ICT in Education 11, no. 2 (2024): 29–41. http://dx.doi.org/10.37134/jictie.vol11.2.3.2024.

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User Experience (UX) is a crucial element in assessing the effectiveness of educational applications. This study evaluates the UX of the C#Venture application—developed for the introductory programming course at Bandar Darulaman Community College—using the User Experience Questionnaire (UEQ). A total of 54 respondents participated in this study. The study found that the application scored excellently across all UX dimensions, including attractiveness, clarity, efficiency, dependability, stimulation, and novelty. The application's visual appeal and interactive elements successfully increased st
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Wulansari, Tina, Deddy Kurniawan, and Wahyu Yanuartha. "Pelatihan Fundamental User Experience dan User Interface." Jurnal Abdimas Indonesia 4, no. 3 (2024): 1201–7. http://dx.doi.org/10.53769/jai.v4i3.764.

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Produk digital telah menjadi kebutuhan masyarakat luas. Hal ini menjadi fokus peluang bagi lulusan Sekolah Menengah Kejuruan untuk mengisi ruang kerja dan usaha pada bidang digital. Sekolah mempersiapkan lulusan dengan memberi pelatihan ketrampilan pendidikan digital. Tujuan pelatihan adalah untuk membekali peserta dengan pengetahuan dan keterampilan praktis dalam merancang pengalaman pengguna yang menarik dan antarmuka pengguna yang intuitif. Dalam era di mana pengalaman pengguna menjadi kunci keberhasilan produk digital, memahami prinsip-prinsip UX dan UI adalah suatu keharusan bagi para des
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Ander, Veronika, Petr Cihelka, Jan Tyrychtr, and David Novák. "Towards Compromise User Experience Design in Ambient Intelligent Environment." Agris on-line Papers in Economics and Informatics 14, no. 2 (2022): 3–13. http://dx.doi.org/10.7160/aol.2022.140201.

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Building, testing and evaluating UX for applications for Agricultural Ambient Intelligence Environments can be a difficult and time-consuming job. It can be an even longer and more challenging process due to their complexity and area of scope for complex intelligent systems. Many studies address the issue of UX design and evaluation of website user interface, mobiles, tangible equipment, wearable equipment and other, but it is necessary to look for UX deficiencies in all possible functions, every possible task. Depending on the structure of expert teams, experts’ opinions can vary broadly vary
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Jeon, Joo-Eon. "Impact of user experience on user loyalty in generative artificial intelligence: A case study of ChatGPT." Journal of Infrastructure, Policy and Development 8, no. 10 (2024): 8516. http://dx.doi.org/10.24294/jipd.v8i10.8516.

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This study aims to examine the pathways through which the user experience (UX) of ChatGPT, a representative of generative artificial intelligence, affects user loyalty. Additionally, it seeks to verify whether ChatGPT’s UX varies according to a user’s need for cognition (NFC). This research proposed and examined how ChatGPT’ UX affect user engagement and loyalty and used mediation analysis using PROCESS Macro Model 6 to test the impact of UX on web-based ChatGPT loyalty. Data were collected by an online marketing research company. 200 respondents were selected from a panel of individuals who h
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Fithri, Prima, Asmuliardi Muluk, and Rahmad Haret Rayhanda. "Perancangan User Interface (UI) dan User Experience (UX) pada Sistem Informasi PT. XYZ." Jurnal Nasional Teknologi dan Sistem Informasi 9, no. 3 (2024): 280–89. http://dx.doi.org/10.25077/teknosi.v9i3.2023.280-289.

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Penelitian ini bertujuan untuk merancang sistem informasi User Interface (UI) dan User Experience (UX) pada PT. XYZ. Perancangan ini berfokus pada desain sistem informasi yang tersedia dalam website Camille Beauty, mengidentifikasi kebutuhan pengguna terkait dengan UI dan UX dalam sistem informasi perusahaan, merancang perbaikan dan pengembangan UI dan UX yang lebih baik, serta menganalisis sistem informasi untuk meningkatkan kualitas UI dan UX. Hasil penelitian yang telah didapatkan adalah perancangan UI dan UX yang baik sangat penting dalam menciptakan pengalaman pengguna yang memuaskan. Tat
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Alenljung, Beatrice, Jessica Lindblom, Rebecca Andreasson, and Tom Ziemke. "User Experience in Social Human-Robot Interaction." International Journal of Ambient Computing and Intelligence 8, no. 2 (2017): 12–31. http://dx.doi.org/10.4018/ijaci.2017040102.

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Socially interactive robots are expected to have an increasing importance in human society. For social robots to provide long-term added value to people's lives, it is of major importance to stress the need for positive user experience (UX) of such robots. The human-centered view emphasizes various aspects that emerge in the interaction between humans and robots. However, a positive UX does not appear by itself but has to be designed for and evaluated systematically. In this paper, the focus is on the role and relevance of UX in human-robot interaction (HRI) and four trends concerning the role
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Law, Effie Lai-Chong, Paul van Schaik, and Virpi Roto. "Attitudes towards user experience (UX) measurement." International Journal of Human-Computer Studies 72, no. 6 (2014): 526–41. http://dx.doi.org/10.1016/j.ijhcs.2013.09.006.

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Massis, Bruce. "The user experience (UX) in libraries." Information and Learning Science 119, no. 3/4 (2018): 241–44. http://dx.doi.org/10.1108/ils-12-2017-0132.

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Purpose The purpose of this paper is to review the library’s expanded role into its engagement with the user experience (UX). Design/methodology/approach Literature review and commentary on this topic that has been addressed by professionals, researchers and practitioners. Findings Although UX is constantly expanding its focus, in actively paying close attention to its users’ unique and distinctive requirements, libraries can react more effectively in serving its patrons with a realistic and sensible set of options for the programs and services developed to satisfy the user’s changing needs an
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Liu, Liping, Le Zheng, and Zhong Ren. "Enhancing Digital Services in Parks through User Experience Design." Journal of Tourism Management 1, no. 1 (2024): 55–61. http://dx.doi.org/10.62517/jtm.202413109.

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This research investigates the pivotal role of user experience (UX) design in amplifying digital services within park environments. Focusing on the Xi'an Ba River Left Bank Eco-Sports Park digital platform project, the study scrutinizes the impact of UX design methodologies on enriching park digital services. Employing a fusion of theoretical UX principles and practical applications, methodologies such as design thinking, user surveys, A/B testing, and focus group discussions were integrated to elevate user satisfaction. The successful implementation of digital services, including the smart to
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Agus Ariwanta, I. Putu Yesha, I. Made Agus Oka Gunawan, and Gede Indrawan. "Evaluasi User Experience Sistem Informasi Akademik Pada Website mahasiswa.pkkb.ac.id Menggunakan User Experience Questionnaire (UEQ)." Journal of Information System Research (JOSH) 5, no. 2 (2024): 363–73. https://doi.org/10.47065/josh.v5i2.4490.

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The information system website on mahasiswa.pkkb.ac.id is a crucial platform for students to access academic information, class schedules, and other educational resources. Evaluating the User Experience (UX) of such a website's information system is a critical step in enhancing the quality of online educational services. In this research, the researcher utilized the User Experience Questionnaire (UEQ) method to measure the UX on the mahasiswa.pkkb.ac.id student information website. The research was conducted at Kartini Bali Health Polytechnic with 63 student respondents who are currently activ
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APRAIZ IRIARTE, AINHOA, GANIX LASA ERLE, and MAITANE MAZMELA ETXABE. "EVALUATING USER EXPERIENCE WITH PHYSIOLOGICAL MONITORING: A SYSTEMATIC LITERATURE REVIEW." DYNA NEW TECHNOLOGIES 8, no. 1 (2021): [20 p.]. http://dx.doi.org/10.6036/nt10072.

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ABSTRACT: User Experience (UX) is a key factor and an opportunity for improvement in digital interfaces. Traditionally, it has been evaluated retrospectively through surveys and interviews. However, this is not always the optimal approach, as it does not measure UX at the moment of human-machine interaction and is therefore prone to human error due to inaccurate recall. Thus, physiological monitoring is emerging as a promising technique to assess UX during interactions. This paper aims to identify UX case studies carried out with physiological monitoring by means of a Systematic Literature Rev
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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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Dhir, Amandeep, and Mohammed Al-Kahtani. "A Case Study on User Experience (UX) Evaluation of Mobile Augmented Reality Prototypes." JUCS - Journal of Universal Computer Science 19, no. (8) (2013): 1175–96. https://doi.org/10.3217/jucs-019-08-1175.

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Mobile Augmented Reality (MAR) blends the real world with digital objects especially in ubiquitous devices such as smartphones. The MAR applications provide an intelligent interface for users. In this, valuable digital information is advertised in physical spaces. However, the success of these applications is tied directly to the degree of user acceptance. This makes understanding the needs and expectations of the MAR's potential users of paramount importance for designing and building the proper application. The objective of the paper is to expose an important gap in the development of novel
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Awan, Ali Baig, Ammar Wasif Mahmood, and Nosheen Sabahat. "Enhancing User Experience: Exploring Mobile Augmented Reality Experiences." VFAST Transactions on Software Engineering 12, no. 1 (2024): 121–32. http://dx.doi.org/10.21015/vtse.v12i1.1741.

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In recent years, the integration of augmented reality (AR) technology into mobile devices has revolutionized both human-computer interaction and computer graphics. This transformative blend of virtual elements into the physical world has led to a new era of possibilities for user experiences. However, the unique challenges posed by Mobile Augmented Reality (MAR) applications demand a closer examination of design and usability considerations to ensure optimal user engagement and satisfaction. This study investigates users' experiences with Mobile Augmented Reality applications, with particular
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Munggana, Wira. "Menakar Resiko Pembangunan Prototipe User Experience Dengan Weighted Risk Check List." Jurnal ULTIMA InfoSys 6, no. 1 (2015): 71–75. http://dx.doi.org/10.31937/si.v6i1.282.

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Development of User Experience (UX) artifacts such as annotated wireframes, immersive prototypes, and detailed documentation should be done by a UX designer specialist, however most of them are not programmers. It can be done by using UX designer tools widely available today. Aside from what tools they used, this paper higlights forecasting the risk of an UX prototype project using weighted risk check list.
 Index Terms - Heuristic, User Interface Design, User Experience Prototype, Weighted Risk Check List, Wireframe.
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Valencia, Katherine, Cristian Rusu, and Federico Botella. "User Experience Factors for People with Autism Spectrum Disorder." Applied Sciences 11, no. 21 (2021): 10469. http://dx.doi.org/10.3390/app112110469.

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Autism Spectrum Disorder (ASD) is a condition characterized by difficulties with social interaction and communication. Studies show that people with ASD tend to enjoy using technology, as it provides them with a safe and trustworthy environment. Evaluating User eXperience (UX) in people with disabilities has been a challenge that studies have addressed in recent times. Several studies have evaluated the usability and UX of systems designed for people with ASD using evaluation methods focused on end users without disabilities. In reviewing studies that evaluate systems designed for people with
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