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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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Anderson, Richard, Keith Instone, Dirk Knemeyer, Beth Mazur, and Whitney Quesenbery. "User experience network." Interactions 12, no. 3 (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 (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 (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
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Pfeiffer, Andreas. "User experience research." Ubiquity 2006, 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 (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 (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 (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 (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 (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, persp
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Winanda, Salsa, Tengku Khairil Ahsyar, Angraini, and Megawati. "User Experience Evaluation of M-Passpor Using User Experience Questionnaire." Jurnal Sistem Cerdas 7, no. 3 (2024): 318–27. https://doi.org/10.37396/jsc.v7i3.474.

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This study evaluates UX of the M-Passpor application, an m-government application to facilitate the online passport administrative process and reduce queues at the immigration office. Although this application offers convenience in making passports, since its release M-Paspor has received many complaints from users regarding the services provided. A UX evaluation was conducted using the UEQ method, which measures six of these aspects aspects: Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty. The outputs presented that Perspective and Attractiveness aspects had t
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Hozairi, Buhari, Rofiudin, and Syariful Alim. "User Experience Analysis on Bakamla Messenger Applications Using User Experiences Questionnaire (UEQ)." Conference Series 4, no. 1 (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 includ
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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 (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, Creat
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Notess, Mark. "Usability, user experience, and learner experience." eLearn 2001, no. 8 (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 (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 (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 applicati
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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 (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
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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 (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 de
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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 (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, o
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Aulia, Eva. "ANALISIS USER EXPERIENCE APLIKASI TWITTER MENGGUNAKAN METODE USER EXPERIENCE QUESTIONNAIRE (UEQ)." Jurnal Teknik dan Science 3, no. 1 (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 b
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Rahmawati, Rida, and Nabila Rizki Oktadini. "Analisis User Experience Aplikasi McDonald’s Dengan Menggunakan Metode User Experience Questionnaire." JURNAL FASILKOM 14, no. 1 (2024): 26–33. http://dx.doi.org/10.37859/jf.v14i1.6939.

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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 disimp
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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 (2023): 208–16. http://dx.doi.org/10.46880/jmika.vol7no2.pp208-216.

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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
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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 (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 i
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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 (2025): 1178–84. https://doi.org/10.29100/jipi.v10i2.6192.

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Rousi, Rebekah. "Unremarkable experiences - Designing the user experience of elevators." Swedish Design Research Journal 11 (June 28, 2016): 47–54. http://dx.doi.org/10.3384/svid.2000-964x.14147.

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Elevators enable people and goods to be transported to great heights at substantial speeds.The feats required technologically for suspension, movement, controls and safety are no less than remarkable. This is increasingly so when considering the competing new heights of skyscrapers. Although technological accomplishments are becoming ever more extraordinary, for the sake of those using the technologies, there is also the need to counter this remarkableness and consider the unremarkable as an experiential design goal. Discourse in user experience (UX) has mainly focused on designing for positiv
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Awan, Ali Baig, Ammar Wasif Mahmood, and Nosheen Sabahat. "Enhancing User Experience: Exploring Mobile Augmented Reality Experiences." VFAST Transactions on Software Engineering 12, no. 1 (2024): 121–32. http://dx.doi.org/10.21015/vtse.v12i1.1741.

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In recent years, the integration of augmented reality (AR) technology into mobile devices has revolutionized both human-computer interaction and computer graphics. This transformative blend of virtual elements into the physical world has led to a new era of possibilities for user experiences. However, the unique challenges posed by Mobile Augmented Reality (MAR) applications demand a closer examination of design and usability considerations to ensure optimal user engagement and satisfaction. This study investigates users' experiences with Mobile Augmented Reality applications, with particular
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Wulansari, Tina, Deddy Kurniawan, and Wahyu Yanuartha. "Pelatihan Fundamental User Experience dan User Interface." Jurnal Abdimas Indonesia 4, no. 3 (2024): 1201–7. http://dx.doi.org/10.53769/jai.v4i3.764.

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Produk digital telah menjadi kebutuhan masyarakat luas. Hal ini menjadi fokus peluang bagi lulusan Sekolah Menengah Kejuruan untuk mengisi ruang kerja dan usaha pada bidang digital. Sekolah mempersiapkan lulusan dengan memberi pelatihan ketrampilan pendidikan digital. Tujuan pelatihan adalah untuk membekali peserta dengan pengetahuan dan keterampilan praktis dalam merancang pengalaman pengguna yang menarik dan antarmuka pengguna yang intuitif. Dalam era di mana pengalaman pengguna menjadi kunci keberhasilan produk digital, memahami prinsip-prinsip UX dan UI adalah suatu keharusan bagi para des
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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 (2025): 1–23. https://doi.org/10.4018/ijegr.368252.

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

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

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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 vali
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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 (2025): 31. https://doi.org/10.11591/ijict.v14i1.pp31-41.

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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, engagem
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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 (2025): 31–41. https://doi.org/10.11591/ijict.v14i1.pp31-41.

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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, engagem
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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 (2025): 204–13. https://doi.org/10.35314/dpf22c38.

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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,
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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 (2021): 1–28. http://dx.doi.org/10.1145/3462645.

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

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

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

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