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Journal articles on the topic 'UX'

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1

Karr, Ashley. "UX research vs. UX design." Interactions 22, no. 6 (2015): 7. http://dx.doi.org/10.1145/2834964.

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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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Gu, Bonwoo, and Yunsick Sung. "UX Framework including Imbalanced UX Dataset Reduction Method for Analyzing Interaction Trends of Agent Systems." Sensors 23, no. 3 (2023): 1651. http://dx.doi.org/10.3390/s23031651.

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The performance of game AI can significantly impact the purchase decisions of users. User experience (UX) technology can evaluate user satisfaction with game AI by analyzing user interaction input through a user interface (UI). Although traditional UX-based game agent systems use a UX evaluation to identify the common interaction trends of multiple users, there is a limit to evaluating UX data, i.e., creating a UX evaluation and identifying the interaction trend for each individual user. The loss of UX data features for each user should be minimized and reflected to provide a personalized game
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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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Siegel, David A. "Strategic UX." Interactions 24, no. 1 (2016): 68–70. http://dx.doi.org/10.1145/3012172.

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Ghazali, Masitah, Murni Mahmud, and Eunice Sari. "myHCI-UX." Interactions 26, no. 4 (2019): 84–85. http://dx.doi.org/10.1145/3340111.

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interactions Staff. "UX events." Interactions 12, no. 3 (2005): 63. http://dx.doi.org/10.1145/1060189.1060238.

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Gajendar, Uday. "Transitional UX." Interactions 22, no. 4 (2015): 22–23. http://dx.doi.org/10.1145/2770884.

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Sampson, Fred. "Brand UX." Interactions 12, no. 4 (2005): 10–11. http://dx.doi.org/10.1145/1070960.1070970.

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Fox, Robert. "UX gardens." OCLC Systems & Services 30, no. 1 (2014): 5–10. http://dx.doi.org/10.1108/oclc-10-2013-0035.

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Purpose – This column aims to explore the important role of user experience analysis in the design of web based digital library services and tools. Design/methodology/approach – Three key areas of UX are talked about. Findings – Three key areas of UX are applied to digital librarianship. Originality/value – The needs of the patron populations served by individual libraries are unique, but certain design principles can be followed that will significantly enhance the user experience. This column contributes to the discussion regarding those principles.
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Herrman, Tobias. "Corporate UX---." Interactions 13, no. 4 (2006): 16–17. http://dx.doi.org/10.1145/1142169.1142183.

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Schilling, Klaus. "UX Herausforderungen." Digitale Welt 2, no. 1 (2017): 31–32. http://dx.doi.org/10.1007/s42354-018-0011-8.

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Adams, Annis Lee. "UX resources." Public Services Quarterly 19, no. 1 (2023): 38–45. http://dx.doi.org/10.1080/15228959.2022.2155756.

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Lacaze, Ingrid, Estelle Fargetas, and Julie Artero. "Je(ux) de parole et je(ux) libre." Le Journal des psychologues N° 408, no. 1 (2023): 59–64. http://dx.doi.org/10.3917/jdp.408.0059.

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Et.al, Azham Hussain. "Construct-Inference-Process (CIP) Framework for UX Model Building and EvaluationOver Time." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 3 (2021): 1866–71. http://dx.doi.org/10.17762/turcomat.v12i3.1016.

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This paper used a literature review strategy to investigate the approaches used in building user experience (UX) models and in evaluating UX over time. The paper reports that there is no uniform and consensus approach in the strategies used in developing user experience models and in evaluating UX over time. Researchers adopt divergent ways in building UX models and evaluating UX. This makes the development of a common approach difficult. It is also shown that there are three frequently employed approaches in the development of UX models and in the evaluation of UX over time. The three approac
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Rana, Anupam. "UX Audit: A Comprehensive Review of Methodologies and Best Practices for Evaluating User Experiences." International Journal of Arts Architecture & Design 2, no. 1 (2024): 52–65. http://dx.doi.org/10.62030/2024januaryarticle4.

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User experience (UX) is crucial to modern-day digital products and services. A UX audit evaluates the UX of an application, website, or digital product by analyzing user data, conducting heuristic evaluations, and identifying areas for improvement. This review paper aims to outline UX audits, including their benefits, key components, and steps involved in the process. The research also discusses the importance of using empirical data in UX audits and how to measure the success of a UX audit. Additionally, the paper highlights UX auditors' challenges and provides recommendations for overcoming
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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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Gomes, Mathew. "Localizing Labor-Based Contract Grading for a Community-Engaged UX Course." Communication Design Quarterly 12, no. 3 (2024): 88–100. https://doi.org/10.1145/3563890.3713067.

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Despite scholarly alignments between user experience (UX) principles and contract grading, further accounts and studies of grading in UX courses are needed. My self-study of a UX course found that labor-based contract grading helped de-center instructor and peer evaluation and foreground user, client, and stakeholder priorities in community-engaged work, and that it supported engagement in a process of connected UX activities. However, I was also challenged to accommodate flexible UX processes and develop a course engagement model that maximized access to UX process opportunities. I conclude w
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Gomes, Mathew. "Localizing Labor-Based Contract Grading for a Community-Engaged UX Course." Communication Design Quarterly 12, no. 3 (2024): 88–100. https://doi.org/10.1145/3658422.3658425.

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Despite scholarly alignments between user experience (UX) principles and contract grading, further accounts and studies of grading in UX courses are needed. My self-study of a UX course found that labor-based contract grading helped de-center instructor and peer evaluation and foreground user, client, and stakeholder priorities in community-engaged work, and that it supported engagement in a process of connected UX activities. However, I was also challenged to accommodate flexible UX processes and develop a course engagement model that maximized access to UX process opportunities. I conclude w
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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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Kutelmakh, Roman. "UX-PYRAMID METHOD FOR UX-DESIGN OF MOBILE APPS." SWorld-Ger Conference proceedings, gec27-01 (June 30, 2023): 19–23. http://dx.doi.org/10.30890/2709-1783.2023-27-01-011.

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The UX-pyramid method is proposed for the development of mobile app UX-design. According to the proposed method, the UX design of a mobile app begins with the development of a pyramid consisting of 5 levels. Each level differs in detailing the specific co
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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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Heo, So Yeon, Yeon Kyung Ku, and Ji Hyun Lee. "Developing a Checklist for Non-expert in UX Writing to Utilize Generative AI Tools." Korea Institute of Design Research Society 9, no. 3 (2024): 97–107. http://dx.doi.org/10.46248/kidrs.2024.3.97.

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With the rise of generative AI tools, their use in UX writing has become widespread. However, AI-generated UX writing often has limitations, requiring human UX writers to review and refine the results. Experienced UX writers can critically use these tools, but novices may struggle to address the AI's shortcomings. This study gathered insights from professional UX writers and developed 24 checklist items to help beginners critically evaluate and improve AI-generated UX writing. The goal is to assist novice writers in producing higher-quality results with the help of AI tools.
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Berni, Aurora, and Yuri Borgianni. "FROM THE DEFINITION OF USER EXPERIENCE TO A FRAMEWORK TO CLASSIFY ITS APPLICATIONS IN DESIGN." Proceedings of the Design Society 1 (July 27, 2021): 1627–36. http://dx.doi.org/10.1017/pds.2021.424.

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AbstractThe concept of User Experience (UX) dates back to the 1990s, but a shared definition of UX is not available. As design integrates UX, different interpretations thereof can complicate the possibility to build upon previous literature and develop the field autonomously. Indeed, by analysing the literature, UX emerges as a cauldron of related and closely linked concepts. However, it is possible to find recurring attributes that emerge from those definitions, which are ascribable to two foci: the fundamental elements of the interaction (user, system, context) and typologies of experience (
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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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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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Nugraha, Isnan, and Agung Fatwanto. "User Experience Design Practices in Industry (Case Study from Indonesian Information Technology Companies)." Elinvo (Electronics, Informatics, and Vocational Education) 6, no. 1 (2021): 49–60. http://dx.doi.org/10.21831/elinvo.v6i1.40958.

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User Experience (UX) is a term that has received a lot of attention in the last decade. The number of industries whose consider the importance of implementing the UX design process within their development cycle has increased. Therefore, we think it is important to investigate how UX design processes are implemented in the industries. In this research, we take a qualitative approach with descriptive methods by investigating six information technology companies in Indonesia. As a result, we found that most of these information technology companies implement the UX design process as part of thei
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Comuniam Kalle, Ana Caroline, and Rodrigo Franklin Frogeri. "UX Maturity in Southeast Brazilian Companies." Revista Mythos 21, no. 2 (2024): 200–226. http://dx.doi.org/10.36674/mythos.v21i2.926.

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User Experience (UX) refers to all interactions users have with a product or service, from the initial impression to its actual use. UX maturity assesses an organization’s ability to effectively deliver user-centered design. Organizations with a higher level of UX maturity are better able to provide products that align with their customers' needs. However, reaching UX maturity is challenging, requiring strategic, cultural, and procedural changes. This study aimed to assess the UX maturity of companies in the Southeast region of Brazil from the perspective of their managers. The study follows a
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Prabowo, Dwi Puji, Abi Senoprabowo, Muslih Muslih, Khamadi Khamadi, and Alya Tsabitah Rismansa. "DESAIN INFOGRAFIS TENTANG PEKERJAAN TERKAIT UI DAN UX." JADECS (Journal of Art, Design, Art Education & Cultural Studies) 8, no. 1 (2023): 88. http://dx.doi.org/10.17977/um037v8i12023p88-96.

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Abstract: Online marketing carried out by various companies has increased due to the Covid 19 pandemic. Companies create mobile platforms and websites to develop their business online. Thus, the need for work in the field of mobile applications and websites is increasing, especially in the fields of User Interface (UI) and User Experience (UX). A large salary makes people interested in pursuing work in this field. However, jobs in the UI and UX fields are still not well understood by the public, especially regarding career opportunities and what competencies are needed. So, there is a need for
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Rodwell, Elizabeth A. "A Pedagogy of Its Own: Building A UX Research Program." Practicing Anthropology 43, no. 2 (2021): 17–21. http://dx.doi.org/10.17730/0888-4552.43.2.17.

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Abstract While there is insufficient scholarly literature on UX pedagogy in general, there is a particular lack of work on how to construct a UX Research degree program, rather than one in UX Design. Therefore, this article examines what the requirements for such a program would be, the impediments to building it, and whether a distinct program emphasizing research is necessary. Based on my experience working as a UX Researcher and as an Assistant Professor teaching UX/Applied Anthropology, I argue that the industry would benefit from interdisciplinary UX Research programs that harness the str
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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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Shin, Gee Won, Kyung-Jun Lee, Donggun Park, Joong Hee Lee, and Myung Hwan Yun. "Personal Mobility Device and User Experience: A State-of-the-art Literature Review." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (2018): 1336–37. http://dx.doi.org/10.1177/1541931218621305.

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Background Personal Mobility Device (PMD) refers to ‘Smart Mobility’ or ‘Micro Mobility’ for one or two persons, and it is appreciated as an environmental-friendly means operated by electric resources (Burns, 2013). According to Transparency Market Research in 2016, the world’s personal transport market is expected to grow two times bigger from 2014 to 2023. In fact, PMD has various product types, competence levels and safety problems, so it cannot help covering many user experiences (UXs). Thus, this study aimed to analyze previous researches about PMD in terms of UX and usability. Method In
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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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Koonsanit, Kitti, and Nobuyuki Nishiuchi. "Predicting Final User Satisfaction Using Momentary UX Data and Machine Learning Techniques." Journal of Theoretical and Applied Electronic Commerce Research 16, no. 7 (2021): 3136–56. http://dx.doi.org/10.3390/jtaer16070171.

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User experience (UX) evaluation investigates how people feel about using products or services and is considered an important factor in the design process. However, there is no comprehensive UX evaluation method for time-continuous situations during the use of products or services. Because user experience changes over time, it is difficult to discern the relationship between momentary UX and episodic or cumulative UX, which is related to final user satisfaction. This research aimed to predict final user satisfaction by using momentary UX data and machine learning techniques. The participants we
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Marques, Leonardo, Patrícia Gomes Matsubara, Walter Takashi Nakamura, et al. "Understanding UX Better: A New Technique to Go beyond Emotion Assessment." Sensors 21, no. 21 (2021): 7183. http://dx.doi.org/10.3390/s21217183.

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User experience (UX) is a quality aspect that considers the emotions evoked by the system, extending the usability concept beyond effectiveness, efficiency, and satisfaction. Practitioners and researchers are aware of the importance of evaluating UX. Thus, UX evaluation is a growing field with diverse approaches. Despite various approaches, most of them produce a general indication of the experience as a result and do not seek to capture the problem that gave rise to the bad UX. This information makes it difficult to obtain relevant results to improve the application, making it challenging to
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Berni, Aurora, and Yuri Borgianni. "Making Order in User Experience Research to Support Its Application in Design and Beyond." Applied Sciences 11, no. 15 (2021): 6981. http://dx.doi.org/10.3390/app11156981.

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The term User Experience (UX) was introduced to define the dynamics of the human-product interaction, and it was thought that design would have been a main recipient of UX research. However, it can be claimed that the outcomes of UX studies were not seamlessly transferred into design research and practice. Among the possible reasons, this paper addresses the fragmentary knowledge ascribable to the field of UX. The authors reviewed the literature analyzing the conceptual contributions that interpret UX, proposing definitions and/or a theoretical framework. This allowed the authors to provide an
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Deaven, Keith, Margo Kabel, Norm Sun, Jeff Pass, Jason Stoner, and Emily Gartland. "GoodGovUX." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (2016): 333. http://dx.doi.org/10.1177/1541931213601075.

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The mission of GoodGovUX is: “to drive the adoption of a common set of UX best practices within the government agency and government contracting communities.” The initiative is an effort between private and public sector UI/UX professionals to drive conversation, and more importantly, action, between the private and public sectors to improve the user experience of government-owned web and digital properties. The group consists of working teams focused on three key areas of improvement: terminology and definitions, the Request for Proposal (RFP) process, and standards and best practices. The Te
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Darmawan, I. Gede Hadi, I. Nyoman Satya Kumara, and Yoga Divayana. "Analisis Tingkat Efektivitas UI/UX Sistem Informasi." Majalah Ilmiah Teknologi Elektro 23, no. 1 (2024): 117. http://dx.doi.org/10.24843/mite.2024.v23i01.p12.

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Aplikasi dan sistem informasi yang baik memiliki tampilan antarmuka yang menarik dan mudah dipahami oleh pengguna. Sistem yang baik juga harus dapat diterima dan digunakan dengan baik secara luas oleh semua kalangan. Analisis tingkat efektivitas UI/UX sistem informasi selama ini menggunakan berbagai jenis metode yang berbeda-beda sehingga memerlukan waktu yang relatif lama untuk mempelajari setiap metode yang paling sesuai dan efektif. Oleh karena itu, penelitian ini bertujuan untuk menganalisis tingkat efektivitas dan efisiensi antarmuka dan pengalaman pengguna (UI/UX) sistem informasi berdas
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Simsek Caglar, Pinar, Virpi Roto, and Teija Vainio. "User Experience Research in the Work Context: Maps, Gaps and Agenda." Proceedings of the ACM on Human-Computer Interaction 6, CSCW1 (2022): 1–28. http://dx.doi.org/10.1145/3512979.

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User experience (UX) research has been criticized for focusing on leisure contexts and overlooking the work contexts. Moreover, researchers have been drawing attention to how UX at work differs from UX in leisure contexts, requiring development of domain specific knowledge. Inspired by these discussions, our motivation is to see the current state of UX at work research. Based on the systematic review of 52 papers, our results revealed that UX at work research is still immature. It is run by dichotomies; the conceptualizations such as the definition and the dimensions of UX at work are ambiguou
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Kim, Ji Young, and Hyuk Jae Choi. "A Study on Robot UX Design for Human-Robot Interaction." Korea Institute of Design Research Society 9, no. 3 (2024): 475–85. http://dx.doi.org/10.46248/kidrs.2024.3.475.

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The purpose of this paper is to conduct an in-depth review of robot user experience (UX) design to optimize the interaction between humans and robots. As a research method, the existing literature on robot UX design was reviewed, related theories and concepts were summarized, and various types of human-robot interaction were analyzed. By analyzing various robot UX design cases in various fields such as service, healthcare, and education, and suggesting the direction of future robot UX design with User Experience Design, the importance and possibility of robot UX design in the future society ar
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Cavalcante, Emanuelle, Luis Rivero, and Tayana Conte. "Evaluating the Feasibility of MAX: A Method Using Cards and a Board for Assessing the Post-Use UX." International Journal of Software Engineering and Knowledge Engineering 25, no. 09n10 (2015): 1759–64. http://dx.doi.org/10.1142/s0218194015710138.

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User Experience (UX) is an important attribute for the success and quality of a software application. UX explores how an application is used and the emotional and behavioral consequences of such use. Although several UX evaluation methods allow understanding the reasons for a poor UX, some of them are tedious or too intrusive, making the evaluation unpleasant. This paper presents the Method for the Assessment of eXperience (MAX), which through cards and a board assists software engineers in gathering UX data while motivating users to report their experience. We conducted two pilot studies to v
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Koesten, Laura, and Elena Simperl. "UX of data." Interactions 28, no. 2 (2021): 97–99. http://dx.doi.org/10.1145/3448888.

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This forum provides a space to engage with the challenges of designing for intelligent algorithmic experiences. We invite articles that tackle the tensions between research and practice when integrating AI and UX design. We welcome interdisciplinary debate, artful critique, forward-looking research, case studies of AI in practice, and speculative design explorations. --- Juho Kim and Henriette Cramer, Editors
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Wichansky, Anna. "Professional UX credentials." Interactions 21, no. 5 (2014): 82–84. http://dx.doi.org/10.1145/2656370.

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Rose, Emma J., and Josh Tenenberg. "UX as Disruption." International Journal of Sociotechnology and Knowledge Development 7, no. 3 (2015): 1–19. http://dx.doi.org/10.4018/ijskd.2015070101.

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Over the past 30 years, there has been an ongoing shift in software from a system-centered to user-centered approach. When user-centered approaches are introduced to teams and organizations, conflict often emerges. Conflict could be dismissed as idiosyncratic differences among team members. In this paper, the authors account for conflicts as a clash of worldview between occupational communities: engineers and UX designers. They define the engineering worldview as the application of science and mathematics to structure sociotechnical processes to solve concrete, pre-specified problems, from an
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45

Knemeyer, Dirk. "Who owns UX?" Interactions 12, no. 3 (2005): 18–20. http://dx.doi.org/10.1145/1060189.1060206.

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46

Sampson, Fred. "Taking UX offshore." Interactions 12, no. 6 (2005): 8–9. http://dx.doi.org/10.1145/1096554.1096569.

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47

Gregg, Melissa. "Defining Green UX." Interactions 31, no. 6 (2024): 18–19. http://dx.doi.org/10.1145/3690929.

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Meingast, Melissa, Timothy Ballew, Rochelle Edwards, Eric Nordquist, Christopher Sader, and Danielle Smith. "Agile and UX." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 57, no. 1 (2013): 1002–6. http://dx.doi.org/10.1177/1541931213571224.

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Sampson, Tony. "The UX University." Persona Studies 9, no. 1 (2023): 17–35. http://dx.doi.org/10.21153/psj2023vol9no1art1855.

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This article focuses on the critical role emotions, feelings and affect play in situating student experience during a major transition from rebellion against fees to an apparent capitulation to the marketization of the higher education (HE) sector. The discussion begins by shining a light on the “viscerality” of student fees protests in London in 2010. Through imagery and oral histories, the protests appear to comprise of joyful collective and contagious encounters, disobedient optimism, riotous anger, and eventual violence. Yet, following defeat in Parliament, the visceral intensity of rebell
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Park, Jongmin. "Building Service UX Index:Measuring UX Satisfaction in Mobile Content Services." Journal of the HCI Society of Korea 9, no. 2 (2014): 41. http://dx.doi.org/10.17210/jhsk.2014.11.9.2.41.

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