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1

Bogaards, Peter, and Ruurd Priester. "User experience." Interactions 12, no. 3 (May 2005): 23–25. http://dx.doi.org/10.1145/1060189.1060209.

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Stewart, Tom. "User experience." Behaviour & Information Technology 34, no. 10 (August 6, 2015): 949–51. http://dx.doi.org/10.1080/0144929x.2015.1077578.

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Mallon, Melissa. "User Experience." Public Services Quarterly 11, no. 1 (January 2, 2015): 23–31. http://dx.doi.org/10.1080/15228959.2014.995860.

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Sampson, Fred. "User experience." Interactions 12, no. 1 (January 2005): 7–9. http://dx.doi.org/10.1145/1041280.1041285.

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Pavlov, Kathren, Fernando Montalvo, Jordan A. Sasser, Luciana Jones, Daniel S. McConnell, and Janan A. Smither. "Applying User Experience Principles to Patient Experiences." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 66, no. 1 (September 2022): 761–65. http://dx.doi.org/10.1177/1071181322661478.

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Patient experiences within the healthcare system are often negative due to the predominantly system-centric nature of healthcare, as well as the physical or mental symptoms of the medical condition being experienced. Improved patient experiences are likely to improve patient visits, engagement with treatment, reduce frustration, and in some medical conditions, improve treatment outcomes. One way to improve patient experiences is to apply user experience principles to the design of patient interactions within the healthcare system. The present study utilized Arhippainen’s User Experience heuristics to identify ways in which patient experiences can be improved. Fundamental restructuring towards patient-centric experiences and general security practices would lead to improved PX and perceptions of healthcare.
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Prayoga, Aditya, C W Kusuma, M Christy, and R Andika. "ANALISIS USER EXPERIENCE JOGJAKITA MENGGUNAKAN USER EXPERIENCE QUESTIONNAIRE (UEQ)." TEKNIMEDIA: Teknologi Informasi dan Multimedia 4, no. 1 (June 12, 2023): 53–60. http://dx.doi.org/10.46764/teknimedia.v4i1.98.

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Analisis ini dipengaruhi oleh pesatnya pertumbuhan teknologi informasi dan komunikasi, yang memiliki pengaruh besar terhadap lingkungan masyarakat dan mengubah cara hidup dan cara kerja manusia. User experience (pengalaman pengguna) menjadi semakin penting dalam meningkatkan efektivitas sebuah aplikasi dan memperkuat hubungan antara pengguna dan aplikasi. Namun, penggunaan aplikasi juga memiliki dampak yang signifikan pada lingkungan masyarakat, termasuk peningkatan penggunaan energi dan dampak lingkungan yang terkait. Oleh karena itu, penting untuk mengevaluasi pengaruh penggunaan aplikasi/internet dan user experience terhadap lingkungan masyarakat. Yogyakarta, yang merupakan salah satu kota terbesar di Indonesia dengan beberapa lokasi wisata di setiap kabupaten dan pusat desa, merupakan tempat yang tepat untuk melakukan evaluasi tersebut. Sebagian besar hasil pengukuran menggunakan UEQ memiliki nilai yang positif, pada keenam skala UEQ (Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation and Novelty), hanya saja persentase nilai pada aspek kebaruan pada aplikasi ini harus ditingkatkan lagi dan dievaluasi kembali.
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Anderies, Anderies, Cindy Agustina, Tania Lipiena, Ayunda Raaziqi, and Alexander Agung Santoso Gunawan. "User Experience Analysis of Duolingo Using User Experience Questionnaire." Engineering, MAthematics and Computer Science Journal (EMACS) 5, no. 3 (September 30, 2023): 155–59. http://dx.doi.org/10.21512/emacsjournal.v5i3.9227.

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The internet is one of the vital means for everyone to get various information easily and exact like they’re looking for. The use of internet-based learning that is applied in modern times is very influential in the field of education compared to the past, because it can develop language skills in a country, besides that increasingly sophisticated technology can help students learn in a structured manner. One of the impacts we can see or feel is on the learning process. With the internet, it is so much easier either for the students or the teachers. One of the well-known applications in the world is Duolingo. Duolingo is one of many applications that give so much influence to language learning applications. More than 300 million people already use Duolingo for their learning. The purpose of this experiment is to analyze the User Experience of the Duolingo application. The experimental method was applied using surveys distributed via social media. There are 103 Duolingo users who were willing to take the surveys and answer all of the questions given. The result of the survey showed Novelty’s scale has the lowest mean, and Perspicuity’s scale has the highest. That means some of Duolingo’s users found that the application is less interesting. Hence, that could affect the effectiveness of the application.
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Shin, Donghee, Bu Zhong, and Frank A. Biocca. "Beyond user experience: What constitutes algorithmic experiences?" International Journal of Information Management 52 (June 2020): 102061. http://dx.doi.org/10.1016/j.ijinfomgt.2019.102061.

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Nasrul, Ilham, Angraini Angraini, Muhammad Luthfi Hamzah, and Eki Saputra. "Analysis Of User Experience Of ChatGPT And Gemini Users Using The User Experience Quistionnaire (UEQ) For Education." Jurnal Sisfokom (Sistem Informasi dan Komputer) 13, no. 3 (November 13, 2024): 352–59. http://dx.doi.org/10.32736/sisfokom.v13i3.2250.

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AI is becoming more and more crucial in the digital age to support kids in overcoming obstacles to learning and succeeding academically. The use of chatbots is one example of AI progress. Two well-known chatbots are Gemini and ChatGPT. Because they are useful and support a variety of learning tasks, including answering questions, producing articles, expanding knowledge, and other academic activities, both applications are highly well-liked and preferred by students. By using a case study on the Facebook community with the number of samples needed in this study as many as 377 respondents based on the Krejcie and Morgan formula, The purpose of this study was to determine whether user experiences with different applications differed. User experience measurement was carried out using the User Experience Questionnaire (UEQ) approach on the variables of Efficiency, Novelty, Attractiveness, Stimulation, Perspicuity, and Dependability. The results of the study show that all user experience variables for the ChatGPT and Gemini applications received poor ratings, and there were no significant differences in any of these variables. However, based on UEQ measurements, it was found that both applications received better scores on the stimulation and novelty variables, while the attractiveness, clarity, efficiency, and accuracy variables received poor results. To improve user experience in the ChatGPT and Gemini applications, the quality of all variables needs to be enhanced.
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St. Peter, Hilary A. Sarat. "Communicating User Experience." International Journal of Sociotechnology and Knowledge Development 7, no. 2 (April 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, and risks to ICTD projects. A brief conclusion revisits the larger problem of ICTD project failure, and considers the potential role of personas in addressing this problem.
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Anderson, Richard, Keith Instone, Dirk Knemeyer, Beth Mazur, and Whitney Quesenbery. "User experience network." Interactions 12, no. 3 (May 2005): 40–41. http://dx.doi.org/10.1145/1060189.1060217.

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O'Neill, Eamonn, John Collomosse, Tim Jay, Kharsim Yousef, Martin Rieser, and Simon Jones. "Older User Experience." IEEE Vehicular Technology Magazine 5, no. 1 (March 2010): 31–38. http://dx.doi.org/10.1109/mvt.2009.935543.

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Chen, Tom, Judy Drennan, Lynda Andrews, and Linda D. Hollebeek. "User experience sharing." European Journal of Marketing 52, no. 5/6 (May 14, 2018): 1154–84. http://dx.doi.org/10.1108/ejm-05-2016-0298.

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PurposeThis paper aims to propose user experience sharing (UES) as a customer-based initiation of value co-creation pertaining to service provision, which represents customers’ level of effort made for the direct benefit of others in their service network. The authors propose and empirically examine a user experience sharing model (UESM) that explicates customer-to-customer (C2C) UES and its impacts on firm-desired customer-based outcomes in online communities.Design/methodology/ApproachBased on an extensive review, the authors conceptualize UES and UESM. By using online survey data collected from mobile app users in organic online communities, the authors performed structural equation modeling analyses by using AMOS 24.FindingsThe results support the proposed UESM, showing that C2C UES acts as a key driver of both firm-desired customer efforts and customer insights. The results also confirmed that service-dominant (S-D) logic-informed motivational drivers exert a significant impact on C2C UES. Importantly, C2C UES mediates the relationship between S-D logic-informed motivational drivers and firm-desired customer-based outcomes.Originality/valueThis study offers a pioneering attempt to develop an overarching concept, UES, which reflects customers’ initiation of value co-creation, and to empirically examine C2C UES. The empirical evidence supports the key contention that firms should proactively facilitate C2C UES.
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14

Pfeiffer, Andreas. "User experience research." Ubiquity 2006, November (November 2006): 1. http://dx.doi.org/10.1145/1195937.1187564.

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NEILAND, LUCY. "User experience sketches." Ethnographic Praxis in Industry Conference Proceedings 2013, no. 1 (September 2013): 410. http://dx.doi.org/10.1111/j.1559-8918.2013.00047.x.

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Benford, Steve, Chris Greenhalgh, Gabriella Giannachi, Brendan Walker, Joe Marshall, and Tom Rodden. "Uncomfortable user experience." Communications of the ACM 56, no. 9 (September 2013): 66–73. http://dx.doi.org/10.1145/2500468.2500889.

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Latzina, Markus, and Joerg Beringer. "Transformative user experience." Interactions 19, no. 2 (March 2012): 30–33. http://dx.doi.org/10.1145/2090150.2090159.

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Frith, Karen H. "User Experience Design." Nursing Education Perspectives 40, no. 1 (2019): 65–66. http://dx.doi.org/10.1097/01.nep.0000000000000451.

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Hanson, Vicki L. "The user experience." ACM SIGCAPH Computers and the Physically Handicapped, no. 76 (June 2003): 4–5. http://dx.doi.org/10.1145/1036401.1036402.

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Ariannor, Wahyudi, and Siti Abidah. "Evaluasi User Experience Sistem E-Learning Menerapkan User Experience Questionaire." Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi 11, no. 2 (August 10, 2022): 383. http://dx.doi.org/10.35889/jutisi.v11i2.902.

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Jang, Hyeji, and Sung H. Han. "User experience framework for understanding user experience in blockchain services." International Journal of Human-Computer Studies 158 (February 2022): 102733. http://dx.doi.org/10.1016/j.ijhcs.2021.102733.

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Aminurdin, Majid, Donny Maulana, and Tri Ngudi Wiyatno. "Measuring User Experience Of Traveloka Hotel Using User Experience Questionnaire." Journal of Applied Intelligent System 8, no. 2 (July 31, 2023): 237–49. http://dx.doi.org/10.33633/jais.v8i2.8608.

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Nowadays, there are many online travel agencies (OTAs) in Indonesia that provide various options for their customers. Before choosing which OTA to use, customers usually check each platform to ensure that they offer the best service. Traveloka is the most preferred OTA app by 67.5% of respondents. Google Play Store reviews show that users are still confused with information such as pricing and proper payment. Some features do not work properly when making hotel reservations. User Experience Questionnaire is used to quickly measure the user experience level of the product. Attractiveness, perspiculty, efficiency, accuracy, stimulation, and novelty were the six UEQ scales used. A random sample of one hundred app users was selected. The results showed that each scale was overall excellent. The criteria of attractiveness 2.485 ? 1.750, perspiculty 2.290 ? 1.900, efficiency 2.448 ? 1.780, dependability 2.338 ? 1.650, stimulation 2.393 ? 1.550, and novelty 2.293 ? 1.400. This research achieves the objectives or features of the application in terms of design, systems, and services. the result is that the Traveloka application can improve perspiculty with existing functions, so that the hotel booking process becomes easier to understand, easy to learn, simple, and clear.
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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 (December 13, 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 the highest scores, indicating that the app is quite easy to understand and visually appealing. However, the Novelty aspect had a low score, indicating a lack of innovation and new experiences for users. Based on these findings, the researcher recommends improving efficiency, simplifying processes, notifications and feature innovation to improve UX. The outcome of this study is expected to become the basis for improving the UX quality of the M-Passpor application so as to create better and satisfying services for users in the future
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Hozairi, Buhari, Rofiudin, and Syariful Alim. "User Experience Analysis on Bakamla Messenger Applications Using User Experiences Questionnaire (UEQ)." Conference Series 4, no. 1 (December 19, 2023): 1–10. http://dx.doi.org/10.34306/conferenceseries.v4i1.617.

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User experience describes the experience a user gets when using a software product. This research aims to measure the user experience when using the Bakamla Messenger application. Measurements were carried out using the User Experience Questionnaire (UEQ) method. The research was carried out by distributing online questionnaires to users of the Bakamla Messenger application, with a total of 117 respondents. The measurement results for the attractiveness aspect of 2.26, clarity of 2.30, efficiency of 2.24, accuracy of 2.27, and stimulation of 2.28 have a positive impression value and are included in the excellent criteria. However, the novelty aspect gets a value of 0.02, meaning it has a negative impression value and is included in the bad criteria, so the innovation of the product needs to be increased. Thus, we recommend that Bakamla messenger application developers focus on improving aspects of the novelty value of the application, such as the level of security of confidential data and the messenger system being able to provide new features beyond messenger in general.
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Nouriska, Sophia, Meida Cahyo Untoro, Aidil Afriansyah, Mugi Praseptiawan, Winda Yulita, and Ilham Firman Ashari. "USER EXPERIENCE ANSWER SYSTEM AUTOMATICALLY WITH USER CENTERED DESIGN AND USER EXPERIENCE QUESTIONNAIRE-SHORT." JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) 9, no. 1 (August 8, 2023): 81–88. http://dx.doi.org/10.33480/jitk.v9i1.4152.

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The interface of the automatic answer assessment system is plagued by several issues, including an unfamiliar layout, unresponsive design, inconsistency in elements, and a lack of clarity in presenting information. These problems significantly hinder the overall user experience. As a result, this study aimed to address these challenges by designing a user-centered experience for the automatic answer assessment system, using a high-fidelity prototype tailored to meet user needs. The user-centered design method involved four crucial stages: Specify The Context Of Use, Specify Requirements, Create Designs, and Evaluate Designs. Through rigorous usability testing with teachers, the design achieved an impressive effectiveness rating of 90%, firmly establishing it as a "very effective" solution. Additionally, it demonstrated high efficiency with a value of 0.01307 goals/sec, and teachers expressed positive feedback, confirming the satisfaction and usability of the new interface. Similarly, students' usability testing yielded noteworthy results, with a 90% effectiveness rating, also classified as "very effective." The interface showcased a high level of efficiency, with a value of 0.0849 goals/sec. While the satisfaction value fell below the PSSUQ norm, students still found the interface to be user-friendly and satisfactory. Furthermore, the user experience testing, utilizing the UEQ-S, provided valuable insights. For teachers, the pragmatic aspect scored 1.85, the hedonic aspect scored 2.33, and the overall aspect received a commendable score of 2.09, all of which fell within the excellent category on benchmarks. Similarly, students' ratings were highly positive, with scores of 2.14 for both pragmatic and hedonic aspects, and an overall score of 2.14, signifying an excellent user experience.The retrospective think-aloud validation test reaffirmed the positive response from prospective users. Overall, this research, employing a user-centered design approach, successfully delivered a highly satisfactory and effective user experience for both teachers and students using the automatic answer assessment system.
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Notess, Mark. "Usability, user experience, and learner experience." eLearn 2001, no. 8 (August 2001): 3. http://dx.doi.org/10.1145/566933.566938.

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BATTARBEE, KATJA, and ILPO KOSKINEN. "Co-experience: user experience as interaction." CoDesign 1, no. 1 (March 2005): 5–18. http://dx.doi.org/10.1080/15710880412331289917.

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Sylvia, Chatrine, Angela Angela, and Fandi Halim. "Evaluasi User Experience Platform Video Communication dengan User Experience Questionaire (UEQ)." JURNAL MEDIA INFORMATIKA BUDIDARMA 5, no. 4 (October 26, 2021): 1412. http://dx.doi.org/10.30865/mib.v5i4.3263.

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The learning from home (home-based learning) and working from home (work from home) policy which has been going on for more than 1 year since March 2020 after being set by the Minister of Education and Culture (Kemendikbud) has brought many changes in the way to work and study for the academic community, especially students and lecturers. This is also felt by the academic community at STMIK Mikroskil, especially in Information Systems study program who changes their learning from offline to online by utilize various available application platforms such as Microsoft Teams and the Zoom application, especially for its video conferencing features as audio-visual media. With the use of both communication platforms in online learning activities, it is necessary to evaluate its user experience as information to support decision making in order to improve learning management and academic activities in university environment. However, this evaluation activity has never been carried out for the two applications that being used. This study aims to measure the user experience of Microsoft Teams and the Zoom application, especially for its video conference to support the lecturers and students in Information Systems Study Program at STMIK Mikroskil. This measurement is intended to predict and compare the ability of technology elements in the form of user experience of those two applications through an analytical study by applying the User Experience Questionnaire (UEQ) method. The target respondents are lecturers and students, especially in the Information Systems study program in the STMIK Mikroskil environment. The results showed that the comparison of the Microsoft Teams means value was superior to the Zoom application. Therefore, Microsoft Teams is a video conferencing and communication platform that is preferred by students and academics of the STMIK Mikroskil Information Systems study program compared to the Zoom application
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Bau, Rahmat Taufik RL, and Arief Setyanto. "Adaptasi Skala User Experience Questionnaire Dalam Pengujian User Experience Sistem Repositori." Respati 15, no. 1 (March 10, 2020): 37. http://dx.doi.org/10.35842/jtir.v15i1.329.

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INTISARIDalam pengajuan kuesioner, penguji sering kali harus bertatap muka dengan responden agar responden mendapat pengarahan dan penjelasan mengenai produk yang akan diuji dalam kuesioner. Bagaimana jika responden dan penguji tidak berada pada tempat yang sama? Terlebih jika kuesioner yang diajukan berupa rentetan bundaran yang diapit oleh skala pada sisi kiri dan kanannya, seperti kuesioner UEQ. Adakah cara untuk bisa mengkontruksi bentuk kuesioner agar tidak terdapat interpretasi yang melenceng? Jurnal ini membahas tentang proses adaptasi skala UEQ dari skala -3 .. 0 .. +3 menjadi skala 1 .. 7 dengan menggunakan seven-stage scale dari skala likert. Hasil adaptasi skala ini kemudian diterapkan pada pengujian user experience sistem repositori Kota Gorontalo.Kata kunci—UEQ, skala Likert, adaptasi, kuesioner, user experience. ABSTRACT In submitting the questionnaire, the examiner must meet face-to-face with the respondent so that the respondent gets direction and explanation about the product that will be discussed in the questionnaire. What if the respondent and examiner do not depend on the same place? Especially if the questionnaire submitted is a series of roundabouts flanked by a scale on the left and right, such as the UEQ questionnaire. Is there a way to construct the form of the questionnaire so that it cannot be interpreted as deviant? This journal discusses the process of the UEQ adaptation scale from the scale of -3 .. 0 .. +3 to a scale of 1..7 using a seven-stage scale from the Likert scale. The results of this scale adaptation are then applied to the user experience testing on Gorontalo City repository system..Keywords— UEQ, Likert scale, adaptation, questionnaire, user experience.
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Lestari, Intan Suci, and Aria Ar Razi. "EVALUASI USER EXPERIENCE PADA ANGKOT STOP SIGNAGE MENGGUNAKAN USER EXPERIENCE QUESTIONNAIRE." Demandia 7, no. 1 (March 14, 2022): 83. http://dx.doi.org/10.25124/demandia.v7i1.4120.

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ANGKOT stop signage adalah media komunikasi visual yang biasanya ditempatkan di Kawasan pejalan kaki. Signage ini berfungsi sebagai tanda di mana ANGKOT harus berhenti dan menjadi tempat penumpang menunggu angkutan umum tersebut. Tujuan dari signage tersebut adalah untuk menumbuhkan kesadaran masyarakat untuk tertib menggunakan angkutan umum agar berhenti dan menunggu di tempat yang telah disediakan sehingga dapat mengurangi resiko kemacetan dan kecelakaan. Pada kenyataannya, tanda-tanda ini jarang sekali diperhatikan dan digunakan. Pada tahun 2016, Dinas Perhubungan Kota Bandung menerapkan desain ANGKOT stop sign terbaru yang sudah dilengkapi dengan informasi lengkap rute ANGKOT. Tujuan dari penelitian ini adalah untuk mengevaluasi ANGKOT stop signage berdasarkan pengalaman pengguna dengan menggunakan UEQ (user experience questionnaire). Hasil dari penelitian ini menunjukkan bahwa nilai reliabilitas setiap aspek pada komponen objek penelitian berbeda-beda. Hal ini juga membuktikan bahwa ANGKOT stop signage ini belum memenuhi kebutuhan masyarakat, belum mampu menciptakan kebiasaan bagi masyarakat untuk menggunakan fasilitas tersebut sebagaimana mestinya. Dapat disimpulkan bahwa nilai reliabilitas tiap objek menghasilkan nilai yang berbeda. Hal ini menjadi temuan baru dari pengembangan UEQ.
 Kata kunci: evaluasi, environmental graphic design, signage, user experience questionnaire
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Priandani, Nurizal Dwi, Yohana Avelia Sandy, and Nadia Roosmalita Sari. "User Experience Evaluation of Botani Mobile Application using User Experience Questionnaire." Jurnal Teknologi dan Manajemen Informatika 9, no. 1 (June 27, 2023): 12–19. http://dx.doi.org/10.26905/jtmi.v9i1.9025.

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Agriculture is an important sector in Indonesia. Farming are how most people make a living within the population [1]. Currently, access to consult with agricultural experts is something that farmers don't have as a privilege. The combination of technology and agriculture needs to be developed to make it easier for farmers to consult. Botani Mobile Apps is an Android-based application that has been developed by the Faculty of Agriculture UB. The purpose of this application is to facilitate farmers in agricultural cultivation. User experience is how a person feels when using a product, system, or service [2]. User experience evaluation needs to be done to measure the success of a product design and to get user feedback for further improvement. One method of evaluating user experience is UEQ (User Experience Questionnaire). Evaluation of user experience of the Botanical mobile application using UEQ will be discussed in this study. Based on the results of the UEQ that have been carried out, the 26 questions asked had an average value of more than 1. After grouping the questions on the 6 UEQ Scale, the average results of calculation showed that all scales are in the green area. Based on UEQ characteristics, the highest scores were Attractiveness, Pragmatic and Hedonic qualities, respectively. All the results of the characteristic values were more than 1. Based on the Benchmark calculation, showed that the Attractiveness, Efficiency, Dependability and Novelty scales had good scale results and the Perspicuity and Novelty scales got above average scale results. Based on all the results of the UEQ evaluation, it can be concluded that the user experience on the BOTANI application is good.
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Aulia, Eva. "ANALISIS USER EXPERIENCE APLIKASI TWITTER MENGGUNAKAN METODE USER EXPERIENCE QUESTIONNAIRE (UEQ)." Jurnal Teknik dan Science 3, no. 1 (February 28, 2024): 31–39. http://dx.doi.org/10.56127/jts.v3i1.907.

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Twitter merupakan situs jejaring sosial yang digunakan untuk berkomunikasi dalam pesan singkat yang sering disebut “kicauan”. Jumlah pengguna Twitter di Indonesia mencapai 24 juta penguna pada Januari 2023. Belum lama ini, Twitter mengalami beberapa perubahan seperti mengubah beberapa kebijakan mengenai centang biru pada akun Twitter, batasan jumlah karakter pada satu unggahan Tweet, dan mengubah beberapa fitur yang ada pada aplikasi tersebut. Perubahan tersebut justru membuat pengalaman pengguna menjadi buruk dan tidak puas. Dilihat dari ulasan yang diunggah pada Google Play Store, terdapat banyak ulasan buruk seperti terjadi bug setelah update, tampilannya menjadi jelek, bahkan beberapa pengguna memberikan peringkat bintang 1 pada aplikasi tersebut.
 Penelitian ini dilakukan untuk menganalisis dan mengukur kualitas user experience pada aplikasi Twitter menggunakan metode User Experience Questionnaire (UEQ) yang terdiri dari 26 item pernyataan yang terdapat pada 6 variabel yaitu daya tarik, kejelasan, efisiensi, ketepatan, stimulasi, dan kebaruan. Hasil analisis ini bertujuan untuk memberikan rekomendasi dan saran pada Twitter. Pengumpulan data menggunakan kuesioner Google Form, pengolahan dan analisis data kuesioner menggunakan Data Analysis Tool untuk mengetahui hasil validasi data, nilai rata-rata, dan benchmark.
 Berdasarkan hasil analisis perhitungan nilai rata-rata, variabel daya tarik mendapatkan nilai 1,733, variabel kejelasan mendapatkan nilai 1,785, variabel efisiensi mendapatkan nilai 1,728, variabel ketepatan mendapatkan nilai 1,605, variabel stimulasi mendapatkan nilai 1,308, dan variabel kebaruan mendapatkan nilai 0,395. Setelah melakukan perhitungan rata-rata, didapatkan hasil nilai benchmark aplikasi Twitter. Variabel daya tarik, kejelasan, efisiensi, dan ketepatan berada pada kategori Good, variabel stimulasi berada pada kategori Above Average, variabel kebaruan berada pada kategori Below Average.
 Kata Kunci: Analisis, Twitter, User Experience, User Experience Questionnaire, Data Analysis Tool, sosial media.
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33

Rahmawati, Rida, and Nabila Rizki Oktadini. "Analisis User Experience Aplikasi McDonald’s Dengan Menggunakan Metode User Experience Questionnaire." JURNAL FASILKOM 14, no. 1 (April 17, 2024): 26–33. http://dx.doi.org/10.37859/jf.v14i1.6939.

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Abstract (sommario):
Penelitian ini bertujuan untuk mengidentifikasi dan melakukan analisis terhadap pengalaman pengguna (user experience) pada aplikasi McDonald's. Penelitian ini menggunakan metode User Experience Questionnaire dimana peneliti melakukan survei dengan menyebarkan kuesioner kepada masyarakat secara daring dengan menggunakan media google form yang berisi instrumen pertanyaan mengenai pengalaman pengguna dan juga observasi dengan mengamati ulasan aplikasi McDonald’s pada Appstore dan Playstore. Untuk mengetahui populasi pada pengguna aplikasi McDonald's sehingga digunakan rumus Lemeshow dengan disimpulkan bahwa sempel yang akan digunakan minimal berjumlah 96 responden. Hasil pengukuran User Experience pada aplikasi McDonald’s memiliki kategori yang negatif pada semua kategori variabel dari Daya Tarik, Kejelasan, Efisiensi, Ketepatan, Stimulasi, dan juga Kebaruan memiliki skor nilai kurang dari 0,8. Aplikasi McDonald's mendapatkan nilai skor yang negatif dalam memberikan pengalaman pengguna dengan aspek daya tarik dengan nilai -0,76, kualitas pragmatis dengan nilai -0,85 dan kualitas hedonis dengan nilai -0,85. Berdasarkan hasil analisis tersebut pengguna tidak merasakan kualitas pengalaman penguna yang memotivasi dan fungsionalitas, oleh karena itu aplikasi McDonald’s perlu melakukan analisis mendalam terhadap setiap kategori evaluasi dan identifikasi akar penyebab masalah pada aplikasi McDonald’s. serta melakukan kesesuaian pada pengguna, mendengarkan saran pengguna dan sampaikan recana perbaikan kedepannya agar lebih relevan dan bermanfaat bagi para pengguna.
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34

Indriyana, Siti, Tasyifa Nafsiah Muthmainah, and Azhari Ali Ridha. "ANALISIS USER EXPERIENCE PADA PLATFORM LINKEDIN MENGGUNAKAN METODE USER EXPERIENCE QUESTIONNAIRE." METHOMIKA Jurnal Manajemen Informatika dan Komputerisasi Akuntansi 7, no. 2 (October 31, 2023): 208–16. http://dx.doi.org/10.46880/jmika.vol7no2.pp208-216.

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Abstract (sommario):
LinkedIn is the largest professional networking application in the world, classified as a social networking site (SNS) application. Indonesia is one of the countries with the highest number of active LinkedIn users. To ensure user comfort, LinkedIn regularly updates their application. However, recently there have been some negative ratings regarding the LinkedIn application. To directly assess this, a research study was conducted to determine user satisfaction while interacting with the features available on LinkedIn. This research was carried out using the user experience questionnaire method, with 35 respondents participating. This method consists of 26 questions representing six assessment indicators, including attractiveness, efficiency, perspicuity, dependability, stimulation, and novelty. The indicator with the highest score is stimulation, with a score of 1.48, which is categorized as good. On the other hand, the lowest indicator score is perspicuity, which only obtained a score of 0.79, below average. Overall, LinkedIn has received predominantly positive feedback. However, it is still recommended to continue innovating, especially focusing on improving perspicuity aspects that are tailored to the needs and issues faced by users.
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Permana, Jeki Harya, Megawati Megawati, Eki Saputra, and Zarnelly Zarnelly. "Evaluasi User Experience Pada Aplikasi Maxim Mobile Menggunakan User Experience Questionnaire." JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) 10, no. 2 (March 5, 2025): 1178–84. https://doi.org/10.29100/jipi.v10i2.6192.

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36

Rondonuwu, Yeremia Victor, and David Thanlian Kurniawan. "Evaluasi User Experience Pada Sistem Informasi Perpustakaan Menggunakan User Experience Questionnaire." Journal of Information System Research (JOSH) 5, no. 4 (July 31, 2024): 1500–1507. https://doi.org/10.47065/josh.v5i4.5296.

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This study evaluates the User Experience (UX) of the Library Information System at Pignatelli Triputra University using the User Experience Questionnaire (UEQ) to ensure that investment in the development of the library information system provides maximum benefits, minimizes user barriers, and enhances the effectiveness and efficiency of library operations. The study involved 30 students as respondents, measuring six components of user experience with average scores: attractiveness (1.61), clarity (1.84), accuracy (1.51), efficiency (1.88), stimulation (1.38), and novelty (0.88). The results indicate that clarity has the highest score, while novelty has the lowest, indicating the need for improvement in this area. The average scores for attractiveness, efficiency, and stimulation fall into the "Good" category, while novelty is only "Above Average." The findings of this study suggest that enhancing the "novelty" aspect of the library information system is a critical recommendation for the Library and IT Division at Pignatelli Triputra University in the information system upgrading process. This study is also expected to serve as a reference for other educational institutions in developing more efficient and user-friendly library information systems to improve user satisfaction and operational effectiveness.
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37

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 positive, affective and memorable experiences. However, in the case of utilitarian technologies such as elevators often good or positive experiences go unnoticed. The current study’s findings show just this. This article describes a study of UX with elevators using field observations and short interviews. Positive experiences were reflected in quantitative opinion scales related to the elevators under study. Negative experiences regarding previous elevator experiences were qualitatively recollected without prompting. The age and the detail of the recollected experiences suggest the significance negative (remarkable) events have on memory, influencing current and future impressions of elevator design. This calls for UX attention to be placed on designing for the unremarkable.
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38

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 (March 31, 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 emphasis on design and usability-related concerns. Using a controlled experiment with twenty different people, this study uses thematic analysis to investigate UX improvement options. The aim is to furnish practical design principles that consider the individual characteristics and preferences of users, thereby contributing to the development of empirical insights that enhance Human-Computer Interaction (HCI) standards and best practices. Moreover, the results highlight the importance of user-centered design and assessment approaches. This work fills important gaps in the literature on UX studies of MAR applications and advances our knowledge of creating, engaging and easy-to-use augmented reality experiences.
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39

Wulansari, Tina, Deddy Kurniawan, and Wahyu Yanuartha. "Pelatihan Fundamental User Experience dan User Interface." Jurnal Abdimas Indonesia 4, no. 3 (September 30, 2024): 1201–7. http://dx.doi.org/10.53769/jai.v4i3.764.

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Abstract (sommario):
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 desainer, pengembang, dan profesional TI. Participationt Action Research dipilih sebagai metode pelatihan dengan tahapan adalah persiapan, pelaksanaan, dan pembuatan laporan. Kontribusi dari pelatihan ini adalah peserta mendapat wawasan mengenai karir UX/UI desainer, best practice tahapan desain UI, dan ketrampilan menggunakan software desain kolaboratif menggunakan Figma. Pasca pelatihan dilakukan evaluasi dan hasilnya menunjukan siswa dan guru antusias mengikuti pelatihan dan 100% peserta berminat untuk mengikuti pelatihan lanjutan.
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40

Liu, Tengfei, Yuanyuan Guo, Shuanhu Liu, Peng Dong, and Jianmin Chen. "How Does User Experience Affect User Stickiness." International Journal of Electronic Government Research 21, no. 1 (February 6, 2025): 1–23. https://doi.org/10.4018/ijegr.368252.

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Abstract (sommario):
This study investigates the impact of user experience on user stickiness in governmental chatbots, employing a segmented, scenario-based approach to assess variations across different user groups and technology levels. By analyzing data from groups with either practical or policy-oriented knowledge, the study explores how the integration of basic and advanced artificial intelligence technologies influences the retention of users interacting with governmental digital services. The core findings reveal that user experience significantly enhances user stickiness across all scenarios and user types, independent of the users' level of online institutionalized political participation. This study indicates that the effectiveness of user experience strategies in governmental chatbots is largely autonomous from the users' political engagement, suggesting that the intrinsic quality of the user interface is a more critical factor in promoting user retention than previously understood.
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41

Han, Qin. "User Experience Design: Creating Design Users Really Love." Design Journal 19, no. 4 (July 3, 2016): 691–94. http://dx.doi.org/10.1080/14606925.2016.1180048.

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42

Carvalho, Vitor Marques, and Elizabeth Sucupira Furtado. "A Framework Used for Analysis of User Experience in Games." Journal on Interactive Systems 11, no. 1 (December 9, 2020): 66–73. http://dx.doi.org/10.5753/jis.2020.759.

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Abstract (sommario):
The gaming industry has grown considerably in the last decades, designing experiences and interactive platforms through games, a popular culture entertainment medium. With the advancement of technologies and user experience design methods, a challenge is faced for the constant improvement of game characteristics aiming to improve pleasurability and immersion perceived by its users. To face this challenge, we designed a conceptual framework named GLIMPSE based on constructs used to evaluate user experiences with games. Its applicability was tested through a questionnaire that collected 241 valid responses from users of gaming forums and communities. An analysis was drawn to identify correlations between the data collected from the questionnaire, and its results revealed significant statistical data highlighting age and gender-wise differences from participants’ opinions.
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43

Tuah, Nooralisa Mohd, Wan Nooraishya Wan Ahmad, Ryan MacDonell Andrias, Dg Senandong Ajor, Suaini Sura, and Ahmad Rizal Ahmad Rodzuan. "Assessing the user experience of marker-based 3D WebAR applications using user experience questionnaire." International Journal of Informatics and Communication Technology (IJ-ICT) 14, no. 1 (April 1, 2025): 31. https://doi.org/10.11591/ijict.v14i1.pp31-41.

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Abstract (sommario):
Marker-based 3D web-based augmented reality (WebAR) applications are an emerging field that merges web technologies with augmented reality. WebAR has gained popularity because of its ability to provide users with a reliable and autonomous platform. Yet, a limited investigation has verified its application and user perspective on its ability to function. This study is designed to evaluate the user experiences of marker-based 3D WebAR applications using the user experience questionnaire (UEQ). This study assesses various elements of the user experience, including attractiveness, clarity, engagement, efficiency, and innovation, utilizing the UEQ. This study aims to analyze user perceptions and interaction patterns thoroughly to get useful insights into the usability and user satisfaction aspects of marker-based 3D WebAR apps. The findings reveal that the WebAR app is both appealing and efficient, instilling confidence in its users. This underscores the pivotal role of user experience in shaping the effectiveness and reception of WebAR applications. This research has the potential to influence the creation of more user-focused and engaging marker-based 3D WebAR experiences, improving user engagement and immersion in web-based augmented reality environments.
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44

Nooralisa, Mohd Tuah Wan Nooraishya Wan Ahmad Ryan MacDonell Andrias Dg. Senandong Ajor Suaini Sura Ahmad Rizal Ahmad Rodzuan. "Assessing the user experience of marker-based 3D WebAR applications using user experience questionnaire." International Journal of Informatics and Communication Technology 14, no. 1 (April 7, 2025): 31–41. https://doi.org/10.11591/ijict.v14i1.pp31-41.

Testo completo
Abstract (sommario):
Marker-based 3D web-based augmented reality (WebAR) applications are an emerging field that merges web technologies with augmented reality. WebAR has gained popularity because of its ability to provide users with a reliable and autonomous platform. Yet, a limited investigation has verified its application and user perspective on its ability to function. This study is designed to evaluate the user experiences of marker-based 3D WebAR applications using the user experience questionnaire (UEQ). This study assesses various elements of the user experience, including attractiveness, clarity, engagement, efficiency, and innovation, utilizing the UEQ. This study aims to analyze user perceptions and interaction patterns thoroughly to get useful insights into the usability and user satisfaction aspects of marker-based 3D WebAR apps. The findings reveal that the WebAR app is both appealing and efficient, instilling confidence in its users. This underscores the pivotal role of user experience in shaping the effectiveness and reception of WebAR applications. This research has the potential to influence the creation of more user-focused and engaging marker-based 3D WebAR experiences, improving user engagement and immersion in web-based augmented reality environments.
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45

Irvan, Muhamad irvandra, Muhamad Jazman Jazman, Eki Saputra Eki, Syaifullah, and Tengku Khairil Ahsyar. "Redesign of User Experience in Inaportnet Using the User Experience Questionnaire Method tnd User-Centered Design." INOVTEK Polbeng - Seri Informatika 10, no. 1 (January 5, 2025): 204–13. https://doi.org/10.35314/dpf22c38.

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Abstract (sommario):
The Directorate General of Sea Transportation, under Indonesia's Ministry of Transportation, developed Inaportnet as a digital platform mandated by Ministerial Regulation Number PM 8 of 2022 to streamline ship service procedures and enhance e-government implementation. This study evaluates the user experience (UX) of the Inaportnet website, focusing on its usability, security, and overall design using a user-centred design (UCD) approach and the User Experience Questionnaire (UEQ) method. Data were collected from 56 respondents, including stakeholders such as ship operators, port authorities, and service users. The findings reveal critical shortcomings: 95% of respondents encountered frequent bugs affecting usability, 65% highlighted security concerns, 60% criticised the cluttered interface, 40% experienced access failures, and 50% expressed low engagement with the platform's features. To address these challenges, the website was redesigned using UCD principles, resulting in significant improvements. The redesigned platform achieved "Good" ratings for attractiveness, stimulation, and novelty, and "Above Average" ratings for clarity, efficiency, and accuracy in UEQ metrics, indicating enhanced usability and user satisfaction. This study underscores the importance of iterative UX design in optimising digital government systems, offering actionable insights for improving public service platforms in developing countries.
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46

Yi, Ji Hyun, and Hae Sun Kim. "User Experience Research, Experience Design, and Evaluation Methods for Museum Mixed Reality Experience." Journal on Computing and Cultural Heritage 14, no. 4 (December 31, 2021): 1–28. http://dx.doi.org/10.1145/3462645.

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Abstract (sommario):
Wearable Mixed Reality (MR) technology is a tool that gives people a new enhanced experience that they have not encountered before. This study shows the process of designing new museum experiences while considering how this technology changes previous museum experiences, what those experiences are, and what people should feel through these experiences. This process was systematically conducted according to the UX design process of analysis, synthesis, and evaluation. In the analysis step, six types of museum artifact viewing experiences were defined: knowing, restoring, exploring, expanded scale, encountering, and sharing experience through research and user surveys related to the museum experience. In addition, through research analysis related to MR technology, presence, flow, and natural interaction were defined as three essential factors that users should feel in the MR experience. In the synthesis stage, optimized wearable MR experiences were designed and implemented by applying the necessary experience types and essential factors according to the characteristics of each artifact. In the evaluation stage, user experience evaluations such as user experience tests for essential factors in the MR experience, User Experience Questionnaire (UEQ) tests for interaction products, and the Visual Aesthetics of Websites Inventory (VisAWI) test for visual experiences from various perspectives were conducted on the developed results. Through these evaluations, users gave positive scores to the design results based on the experience types and essential factors defined in this study. When applying new media technologies such as wearable MR technology, improved technology implementation is important, but an understanding of the applied field must first be obtained, and user analysis must first be thoroughly conducted. This study will be a guide to the systematic development process to be followed when applying wearable MR technology to other fields.
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47

Syahrozad, Najwa Fionillah, and Apol Pribadi Subriadi. "Evaluation of user experience: a systematic literature review." E3S Web of Conferences 501 (2024): 02009. http://dx.doi.org/10.1051/e3sconf/202450102009.

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Abstract (sommario):
System evaluation research on user experience applied in using mobile applications. Systematic review of papers taken from the last 6 years, papers published in conference publications or journals, and papers available in English. The strategy used in searching for 30 articles was to create research questions, search for keywords appropriate to the topic, carry out inclusion and exclusion and ensure the quality of the paper assessment. From various studies that evaluate application user experience, I found that there are many factors that have not been fully successful, so researchers use the questionnaire method more because they think this method is easier to reach users widely. This literature review aims to explore users’ experiences with system services, and why users who are experienced with mobile applications are likely to continue using those applications. This systematic review is a methodology for identifying, evaluating, and defining relevant research on this topic answering several research questions and using a replicable and verifiable process that aims to find out what has not met user expectations. The main findings of this literature review are the percentage results of factors that influence user experience, techniques used to evaluate user experience and the benefits of evaluating user experience.
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48

Kiran Challa, Venkata Naga Sai. "Adaptive User Interfaces: Personalizing User Experience User Profiling and Modeling." Journal of Artificial Intelligence & Cloud Computing 2, no. 2 (June 30, 2023): 1–12. http://dx.doi.org/10.47363/jaicc/2022(1)369.

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49

Kiran Challa, Venkata Naga Sai. "Adaptive User Interfaces: Personalizing User Experience User Profiling and Modeling." Journal of Artificial Intelligence & Cloud Computing 2, no. 2 (June 30, 2023): 1–12. http://dx.doi.org/10.47363/jaicc/2023(2)369.

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50

Dorney, Erin. "The user experience librarian." College & Research Libraries News 70, no. 6 (June 1, 2009): 346–47. http://dx.doi.org/10.5860/crln.70.6.8201.

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