Gotowa bibliografia na temat „User experience”

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Artykuły w czasopismach na temat "User experience"

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Bogaards, Peter, and Ruurd Priester. "User experience." Interactions 12, no. 3 (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 (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 (2015): 23–31. http://dx.doi.org/10.1080/15228959.2014.995860.

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Sampson, Fred. "User experience." Interactions 12, no. 1 (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 (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 heuris
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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 (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/in
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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 (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 wo
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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 (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
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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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Rozprawy doktorskie na temat "User experience"

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Salomonsson, Dennis, and Viktor Häll. "User Experience : Att konkretisera tillvägagångssättet med utgångspunkt från ett fallföretag." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-86102.

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There are many different details to consider for developers when creating a new product. Many believe that the functions is the most important. However the question about how the products User Experience should be handled gets more and more important. Because of that there are lots of tests before every launch to ensure that the product gets a better welcoming with the customers. The purpose with this study was to create a overview for how to create a better User Experience. We have created a guideline in this topical subject through creating a methodology to follow. This was done because of t
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Bergström, Emil. "Exploring User Experience designers experiences working with Machine Learning." Thesis, Högskolan i Halmstad, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44633.

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The user experience (UX) design practice (c.m.p interaction design practice) has started to make profound changes in designing intelligent digital services using Machine Learning (ML) to enhance the UX. ML has the capability to enhance the user’s experience, for example, facilitating more accurate decisions or improving efficiency in achieving one's goals. However, research suggests that ML is a challenging design material in design practice, such as not envisioning the best-suited solution because of not comprehending data dependency when prototyping or the lack of tools and methods for evalu
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Johansson, Victor. "The Total User Experience." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20532.

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Denna rapport är resultatet av ett examensarbete på Malmö Högskolas Produktdesignprogram. Projektets syfte har varit att utforska framtiden inom mobil kommunikation. Det är utfört av Victor Johansson i samarbete med Sony Ericsson Mobile Communications AB.Allt fler funktioner flyttar in i våra telefoner; biljetter, betalkort, kartor, tidtabeller och fotoalbum. Genom att dessa saker flyttar in i telefonen blir de immateriella. Men vad händer när allt fler saker blir immateriella och interaktionen med denna icke-fysiska värld förblir platt och endimensionell? Finns det bättre sätt att nå, hantera
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Hart, Jennefer. "Investigating user experience and user engagement for design." Thesis, University of Manchester, 2015. https://www.research.manchester.ac.uk/portal/en/theses/investigating-user-experience-and-user-engagement-for-design(d0f13517-fea8-4188-84a3-198c7d3ede71).html.

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Understanding the interactive experience of using digital technologies is a complex process. Traditional methods of evaluating interactive technologies originate from usability, which focuses on ease of use, ease of learning and performance. User Experience (UX) emerged from the recognition that usability alone does not account for the more subjective emotional responses experienced when interacting with a product. Although the term UX has become widely accepted within the area of Human Computer Interaction (HCI), its definition still remains unclear, making it difficult to evaluate and design
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Ercoli, Pierpaolo. "Wearable device e User Experience." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10383/.

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La tesi tratta in modo approfondito il concetto di wearable device, i suoi utilizzi e l'esperienza d'uso da parte dell'utente soffermando l'attenzione sui principali dispositivi presenti in commercio e non. Nello specifico vengono trattati smart watch, smart glass e visori per la realta virtuale. Nella sezione conclusiva vengono trattati gli standard ISO relativi all'ergonomia degli utenti con i computer, descrivendo nel dettaglio le direttive che sono presentate nello standard ISO 9241:210-2010.
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Hobbs, Katherine Anna. "Designing the ClockSketch user experience." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/105990.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2015.<br>This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>Cataloged from student-submitted PDF version of thesis.<br>Includes bibliographical references (pages 51-53).<br>In this thesis, we designed and implemented a user interface for doctors to view patient results from the Clock Drawing Test as computed by the ClockSketch system. We identied four primary goals for the interface:
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Kendrick, Victoria L. "The user experience of crowds." Thesis, Loughborough University, 2013. https://dspace.lboro.ac.uk/2134/13888.

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This thesis is concerned with the user experience of crowds, incorporating issues of comfort, satisfaction, safety and performance within a given crowd situation. Factors that influence the organisation and monitoring of crowd events will be considered. A comprehensive review of the literature revealed that crowd safety, pedestrian flow modeling, public order policing and hooliganism prevention, has received the greatest attention with previous research on crowds. Whereas crowd performance, comfort and satisfaction has received less attention, particularly within spectator events (sporting and
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Nissinen, T. (Tuomas). "User experience prototyping:a literature review." Bachelor's thesis, University of Oulu, 2015. http://urn.fi/URN:NBN:fi:oulu-201504221415.

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According to the human-centered design process, prototyping is an essential element of user experience (UX) design. This literature review aims to provide an overview of user experience prototyping and answer the following questions based on previous literature: How does UX design benefit from prototyping? What kinds of prototypes and prototyping tools exist? In which phases of the UX design process is prototyping most valuable? This literature review reveals that prototyping increases the understanding of user needs and context, allows designers to explore and evaluate design ideas and commu
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Holm, Anders, and Kullström Christoffer Sundberg. "User Responsive User Experience Design: Building a Conceptual Framework." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-1036.

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To a large extent, business-customer interactions are acted out on digital meeting places. When the possibilities for businesses to engage in face-to-face interactions decrease, relationship building and customer service becomes more of a challenge. Digital services are easily duplicated by competitors and with standardization of interfaces and products, customers tend to switch more frequently between providers. One area where the creation and maintenance of loyal customers appears to be highly relevant is the domain of e-banking. Studies have shown that by personalizing the experience for th
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Talstoi, Aleh, and Zackarias Madsen. "The user interface and user experience of Web Design." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16452.

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Książki na temat "User experience"

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Marcus, Aaron, ed. Design, User Experience, and Usability: Novel User Experiences. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40355-7.

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van de Sand, Felix, Anna-Katharina Frison, Pamela Zotz, Andreas Riener, and Katharina Holl. User Experience Is Brand Experience. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-29868-5.

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Kraft, Christian. User Experience Innovation. Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4150-8.

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van de Sand, Felix. User Experience Identity. Springer Fachmedien Wiesbaden, 2017. http://dx.doi.org/10.1007/978-3-658-15959-7.

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Moser, Christian. User Experience Design. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-13363-3.

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Fox, Robert, and Ameet Doshi. Library user experience. Association of Research Libraries, 2011.

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Marcus, Aaron, ed. Design, User Experience, and Usability. User Experience Design Practice. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07638-6.

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Bernhaupt, Regina, ed. Game User Experience Evaluation. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-15985-0.

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Lull, Dave. Discussions in User Experience. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3267-5.

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Jakob, Nielsen. E-commerce user experience. Nielsen Norman Group, 2001.

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Części książek na temat "User experience"

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van de Sand, Felix. "Customer Experience ist User Experience ist Brand Experience." In User Experience Identity. Springer Fachmedien Wiesbaden, 2017. http://dx.doi.org/10.1007/978-3-658-15959-7_2.

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Bordegoni, Monica, Marina Carulli, and Elena Spadoni. "User Experience and User Experience Design." In Prototyping User eXperience in eXtended Reality. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-39683-0_2.

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Somers, Bojhan, and Roy Scholten. "User Experience." In The Definitive Guide to Drupal 7. Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3136-3_32.

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Goodwin, Steven. "User Experience." In Polished Game Development. Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2122-8_5.

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Northwood, Chris. "User Experience." In The Full Stack Developer. Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-4152-3_3.

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Yanfang, Liu. "User Experience." In The ECPH Encyclopedia of Psychology. Springer Nature Singapore, 2024. http://dx.doi.org/10.1007/978-981-99-6000-2_1332-1.

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Eichstädt, Timm, and Stefan Spieker. "User Experience." In 52 Stunden Informatik. Springer Fachmedien Wiesbaden, 2024. http://dx.doi.org/10.1007/978-3-658-41838-0_50.

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Scariati, Paula. "User Experience." In EHR Governance. Productivity Press, 2023. http://dx.doi.org/10.4324/9781003008408-15.

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Simonsen, Jakob Grue. "User Experience." In The Wiley Handbook of Human Computer Interaction. John Wiley & Sons, Ltd, 2017. http://dx.doi.org/10.1002/9781118976005.ch10.

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Garner, Tom A. "User-Experience." In Echoes of Other Worlds: Sound in Virtual Reality. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-65708-0_4.

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Streszczenia konferencji na temat "User experience"

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Hendrian, Ariq, Muhammad Luthfi Hamzah, Zarnelly, Anofrizen, and Tengku Khairil Ansyar. "Evaluation of User Experience in Mobile Applications Using User Experience Questionnaire and User Centered Design Methods." In 2024 International Conference on Circuit, Systems and Communication (ICCSC). IEEE, 2024. http://dx.doi.org/10.1109/iccsc62074.2024.10616867.

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Handoyo, Emanuel Ristian, and Aurelia Melinda Nisita Wardhani. "Comparative Analysis of User Experience Shopee and TikTok Shop Utilizing User Experience Questionnaire." In 2024 International Conference on Intelligent Cybernetics Technology & Applications (ICICyTA). IEEE, 2024. https://doi.org/10.1109/icicyta64807.2024.10912923.

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Ramadhani, Mirza, Putri Athar Maharani Pertiwi, and Salsa Ayu Rekardini. "User Experience Evaluation of Sean Parfume's Mobile Apps using User Experience Questionnaire (UEQ)." In 2024 International Conference on Informatics, Multimedia, Cyber and Information System (ICIMCIS). IEEE, 2024. https://doi.org/10.1109/icimcis63449.2024.10956984.

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Instone, Keith. "User experience." In CHI '05 extended abstracts. ACM Press, 2005. http://dx.doi.org/10.1145/1056808.1056824.

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Juniawan, Fransiskus Panca, Dwi Yuny Sylfania, Rendy Rian Chrisna Putra, and Henderi. "YoBagi's User Experience Evaluation using User Experience Questionnaire." In 2022 Seventh International Conference on Informatics and Computing (ICIC). IEEE, 2022. http://dx.doi.org/10.1109/icic56845.2022.10006968.

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Sandler, John. "What users want: Functional user experience." In 2015 International Conference on Interactive Collaborative Learning (ICL). IEEE, 2015. http://dx.doi.org/10.1109/icl.2015.7318053.

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Özçelik Buskermolen, Derya, Jacques Terken, and Berry Eggen. "Informing user experience design about users." In the 2012 ACM annual conference extended abstracts. ACM Press, 2012. http://dx.doi.org/10.1145/2212776.2223705.

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Hassenzahl, Marc. "User experience (UX)." In the 20th International Conference of the Association Francophone d'Interaction Homme-Machine. ACM Press, 2008. http://dx.doi.org/10.1145/1512714.1512717.

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Hanson, Vicki L. "The user experience." In the international cross-disciplinary workshop. ACM Press, 2004. http://dx.doi.org/10.1145/990657.990659.

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Obrist, Marianna, Virpi Roto, and Kaisa Väänänen-Vainio-Mattila. "User experience evaluation." In the 27th international conference extended abstracts. ACM Press, 2009. http://dx.doi.org/10.1145/1520340.1520401.

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Raporty organizacyjne na temat "User experience"

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Coram, Jamie L., James D. Morrow, and David Nikolaus Perkins. The PANTHER User Experience. Office of Scientific and Technical Information (OSTI), 2015. http://dx.doi.org/10.2172/1221178.

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Elliott, Linda R., Chris Jansen, Elizabeth S. Redden, and Rodger A. Pettitt. Robotic Telepresence: Perception, Performance, and User Experience. Defense Technical Information Center, 2012. http://dx.doi.org/10.21236/ada562448.

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Marshak, Ronni. How to Think About Your Customer Experience and User Experience Design Strategy. Patricia Seybold Group, 2011. http://dx.doi.org/10.1571/psgp06-23-11cc.

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D. M. Perez. Early User Experience with BISON Fuel Performance Code. Office of Scientific and Technical Information (OSTI), 2012. http://dx.doi.org/10.2172/1054719.

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Li, Guanglei. Sleep-guided enhancement and user interface experience design. Iowa State University, 2022. http://dx.doi.org/10.31274/cc-20240624-1293.

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Bidier, S., U. Khristenko, R. Tosi, R. Rossi, and C. Soriano. D7.3 Report on UQ results and overall user experience. Scipedia, 2021. http://dx.doi.org/10.23967/exaqute.2021.9.002.

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This deliverable report focuses on the main Uncertainty Quanti cation (UQ) results obtained within the EXAscale Quanti cation of Uncertainties for Technology and Science Simulation (ExaQUte) project. Details on the turbulent wind inlet generator, that enables the supply of random, yet steady, wind velocity boundary conditions during run-time, are given in section 2. This enables the developed UQ workflow, whose results are presented on the basis of the Commonwealth Advisory Aeronautical Council (CAARC) as described in Deliverable 7.1. Finally, the completed UQ workflow and the results are eval
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migao, ZIma. Optimizing the voting function may improve the user experience. ResearchHub Technologies, Inc., 2022. http://dx.doi.org/10.55277/researchhub.20rg9wbl.

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Childers, L., L. Liming, and I. Foster. Perspectives on distributed computing : thirty people, four user types, and the distributed computing user experience. Office of Scientific and Technical Information (OSTI), 2008. http://dx.doi.org/10.2172/946032.

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Taleb-Bendiab, Amine. Unsettled Topics Concerning User Experience and Acceptance of Automated Vehicles. SAE International, 2020. http://dx.doi.org/10.4271/epr2020012.

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Park, Jee-Sun, and Sejin Ha. User Experience in Fashion Brand Pages in Social Networking Sites: Values and Affective Experience of Information Interaction. Iowa State University, Digital Repository, 2016. http://dx.doi.org/10.31274/itaa_proceedings-180814-1308.

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