Auswahl der wissenschaftlichen Literatur zum Thema „UX (User experience)“

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Zeitschriftenartikel zum Thema "UX (User experience)"

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

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

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

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

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

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

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

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

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

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

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SIA UMJ Mobile adalah singkatan dari Sistem Informasi Akademik berbasis mobile Universitas Muhammadiyah Jember. Aplikasi ini merupakan sistem informasi akademik berbasis Android yang dimiliki oleh universitas Muhammadiyah Jember. Fungsinya adalah membantu mahasiswa dalam mencari informasi tentang perkuliahan dengan akses yang dapat diakses di berbagai tempat dan waktu. Dalam penelitian ini dilakukan analisis UI dan UX pada Sistem Informasi Akademik UMJ Mobile yang berfungsi menilai tingkat keberhasilan UI dan UX. Untuk menilai tingkat keberhasilan UI dan UX penulis menggunakan metode perhitung
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Dissertationen zum Thema "UX (User experience)"

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Nyambi, Pride Bongiwe. "Exploring user experience (UX) factors For ICTD services." Thesis, University of Fort Hare, 2015. http://hdl.handle.net/10353/d1020164.

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Consistent with global entities such as the United Nations- through the World Summit of the Information Society (WSIS), introduction of Information and Communication Technology (ICT) for human development has seen the introduction of ICT-based services aimed at facilitating socio-economic development of marginalized communities. The use of ICTs has always solicited the concept of Human Computer Interaction (HCI), which involves the methods which humans interact with technology. The types of User Interfaces (UIs) and interaction techniques that people use to interact with ICTs affects the way t
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Bang, Gihoon. "UX Gap : Analysis of User Experience Awareness in practitioners’ perspective." Thesis, Umeå universitet, Institutionen för informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-122519.

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Many within the industry, including designers, recognize the need to consider UX as the key to designing new products and services. As a consequence of this, the territory of UX has extended into many different industries and different disciplines. However, some practitioners still claim a UX project does not pay off even if they have improved UX. This way of thinking is induced from an old issue of UX. The term itself does not have a clear theoretical definition and it even makes a contradiction of itself. This phenomenon further aggravates the issue. The rapid expansion of UX territory made
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Selent, Jette, and Michael Minge. "IM-UX – Fragebogen zu intrinsischer Motivation in der User Experience." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2019. https://tud.qucosa.de/id/qucosa%3A36919.

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Intrinsische Motivation gilt als wesentlicher Einflussfaktor dafür, dass Verhaltensweisen mit erhöhter Wahrscheinlichkeit und über längere Zeiträume hinweg stabil gezeigt werden (Ryan & Deci 2000a, Vallerand 1997). Dies lässt sich auch bei der Nutzung von Software-Produkten beobachten, deren Nutzung nicht aus Notwendigkeit sondern freiwillig erfolgt. So gilt etwa die Playfulness (Verspieltheit) von Systemen nicht nur als Quelle für intrinsische Motivation, sondern auch als einer der wichtigsten Faktoren für das Entstehen und Aufrechterhalten von Akzeptanz und der Bereitschaft zur Nutzung eines
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Mikula, Jan. "Návrh metodiky vývoje softwaru se zaměřením na oblast UX." Master's thesis, Vysoká škola ekonomická v Praze, 2013. http://www.nusl.cz/ntk/nusl-197005.

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The main objective of this work is to propose a software development methodology which will reflect both issues -- design of User Experience (UX) and its implementation. The second objective is to compare the current software development methodologies. The third objective is to describe the work environment and the principles of that environment to fully implement this methodology. The fourth objective is to test the methodology in practice and validate its performance on my own startup. The fifth objective is to analyze companies which are focusing on similar product as my startup and their a
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Strömberg, Jonny. "How to evaluate, select and use methods for improving the user experience of a web platform." Thesis, Umeå universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-184760.

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Improving the user experience of an extensive existing web system can be a challenging task. There are a number of questions that have to be addressed. 1) What part of the system should be improved to achieve the most significant upgrade? 2) What changes should be made? 3) How should these changes be implemented?  The purpose of this thesis is to investigate what methods can be used to find answers to these questions, more specifically, what methods are suitable to evaluate the KollaCity platform .  The background study resulted in two methods for deciding which parts of the system should be i
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Geiser, Johannes. "How do UX Professionals Apply UX Methods andPractice Lifelong Learning?" Thesis, Uppsala universitet, Institutionen för informatik och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414845.

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Due to fast-paced technological disruptions and diversifying users, user experience (UX) professionals are experiencing a flood of new UX methods and a need for continuous learning. Literature has shown that with a lack of understanding, UX practice research has designed too abstract UX methods making them hard to understand and to apply. With a thematic analysis of an interview with 13 UX professionals, this study presents results on how UX professionals choose UX methods and insights into their lifelong learning. The results from the thematic analysis agree that UX methods are hard to integr
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Seeger, Ida. "User eXperience : Design, teknik, business – men vad innebär det egentligen?" Thesis, Högskolan i Gävle, Industridesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-30764.

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User Experience, UX, som till en början främst användes inom IT-världen och sägs härstamma från HCI (Human Computer Interaction) används idag i allt större utsträckning. Den här studien syftar till att förtydliga vad UX innebär, hur definieras det samt hur ser yrkesrollerna ut inom UX. Denna studie är en jämförelse mellan teori och praktik för att se om praktiken matchar litteraturen. Ytterligare fokus ligger på organisationers UX-mognad samt vad det innebär för någon som är yrkesverksam inom UX. Vad innebär det för designers när mognaden är låg respektive hög? I den här studien användes huvud
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Englund, Lars. "Donor UX, applied guidelines : Donors user experience and user journey guidelines for charity organizations." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-131329.

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Those living in cities in the age group of 20-30 years contribute the least to charity. This, in combination with decreasing use of physical cash, calls for a revision of charity organizations’ approaches on raising funds. How should charitable organizations’ update their current procedures? This thesis explores user experience by observing and analyzing the entirety of the user journey, resulting in guidelines dedicated to those trying to make the world a better place.
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Bräne, Arvid. "User Experience Design for Children : Developing and Testing a UX Framework." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-125935.

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Designing good digital experiences for children can be difficult; designers have to consider children's cognitive and motor skill limitations, understand their target audience, create something entertaining and educational, comply with national and international jurisdiction, and at the same time appeal to parents. We set out to create a general framework which designers and developers can use as a foundation and testing ground for their digital products in the field of user experience. The methods used during the thesis include interviews, literature studies, user testing, case studies, perso
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Jacobsson, Linda, and Jessica Ivarsson. "UX-rollen : Om vikten av ett användarcentrerat förhållningssätt och en organisatorisk UX-mognad." Thesis, Högskolan Väst, Avd för medier och design, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-8127.

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In this study, we focus primarily on the importance of organisation and UX-maturity for applying user experience (UX). What does this mean for designers when maturity is low or high? The study shows that the user is an expert based on his/her personal experience of a product, allowing the user to select and influence solutions that best meet his/her needs. UX maturity is a highlighted concept in this UX study. If UX maturity of an organisation is low then UX is likely only applied by few or no one within the design team. If the maturity on the other hand is high, the organisation and its desig
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Bücher zum Thema "UX (User experience)"

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1975-, Etches Amanda, ed. User experience (UX) design for libraries. ALA TechSource, an imprint of the American Library Association, 2012.

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Soares, Marcelo M., Elizabeth Rosenzweig, and Aaron Marcus, eds. Design, User Experience, and Usability: UX Research and Design. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-78221-4.

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Soares, Marcelo M., Elizabeth Rosenzweig, and Aaron Marcus, eds. Design, User Experience, and Usability: UX Research, Design, and Assessment. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-05897-4.

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Degen, Helmut. UX best practices: How to achieve more impact with user experience. McGraw-Hill, 2012.

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Degen, Helmut. UX best practices: How to achieve more impact with user experience. McGraw-Hill, 2012.

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Caddick, Richard. Communicating the user experience: A practical guide for creating useful UX documentation. Wiley, 2011.

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S, Pyla Pardha, ed. The UX Book: Process and guidelines for ensuring a quality user experience. Morgan Kaufmann/Elsevier, 2012.

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Unger, Russ. A project guide to UX design: For user experience designers in the field or in the making. New Riders, 2009.

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Carolyn, Chandler, ed. A project guide to UX design: For user experience designers in the field or in the making. New Riders, 2009.

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James, Box, ed. Undercover user experience: Learn how to do great UX work with tiny budgets, no time, and limited support. New Riders, 2011.

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Buchteile zum Thema "UX (User experience)"

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Lull, Dave. "Hiring UX." In Discussions in User Experience. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3267-5_11.

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Lull, Dave. "UX Tips." In Discussions in User Experience. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3267-5_13.

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Chapman, Chris, and Kerry Rodden. "UX Research." In Quantitative User Experience Research. Apress, 2023. http://dx.doi.org/10.1007/978-1-4842-9268-6_4.

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Chapman, Chris, and Kerry Rodden. "UX Organizations." In Quantitative User Experience Research. Apress, 2023. http://dx.doi.org/10.1007/978-1-4842-9268-6_11.

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Felix, Daniel. "User Experience (UX)." In Angewandte Psychologie für die Wirtschaft. Springer Berlin Heidelberg, 2024. http://dx.doi.org/10.1007/978-3-662-68559-4_14.

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Huang, Tao. "Disruptive UX for Sustainability." In Design, User Experience, and Usability: Novel User Experiences. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40355-7_46.

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Lull, Dave. "UX and Society." In Discussions in User Experience. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3267-5_2.

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Lull, Dave. "UX Psychology Basics." In Discussions in User Experience. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3267-5_4.

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Lull, Dave. "UX Psychology Tools." In Discussions in User Experience. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3267-5_5.

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Lull, Dave. "Various UX Specifics." In Discussions in User Experience. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3267-5_6.

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Konferenzberichte zum Thema "UX (User experience)"

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Andy, Ahmad Razaq, Erwin, and Desi Maya Kristin. "User Interface and User Experience Optimization in E-commerce: Exploring Factors to Increase Purchase Intention." In 2024 10th International HCI and UX Conference in Indonesia (CHIuXiD). IEEE, 2024. https://doi.org/10.1109/chiuxid64022.2024.10860382.

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B, Andi Iken Alifia, Meilina Eka Ayunningtyas, Rafiq Alfansa, and Cornelius Sarungu. "Evaluation of User Experience (UX) of PT. Bio Farma's SMDV Application Using the User Experience Questionnaire Method." In 2024 International Conference on Intelligent Cybernetics Technology & Applications (ICICyTA). IEEE, 2024. https://doi.org/10.1109/icicyta64807.2024.10912892.

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Manoharan, Sakthiprasad Kuttankulungara, Rajesh Kannan Megalingam, and Ann Mariya Ajay Lazar. "Reconfigurable UI /UX Design for Robotic Applications based on User Experience." In 2024 4th Asian Conference on Innovation in Technology (ASIANCON). IEEE, 2024. https://doi.org/10.1109/asiancon62057.2024.10837735.

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Susanto, Helmi Yusuf, and Yulyani Arifin. "The Learning Outcomes Achievement and User Experience Analysis of a Cryptography Education Web Game." In 2024 10th International HCI and UX Conference in Indonesia (CHIuXiD). IEEE, 2024. https://doi.org/10.1109/chiuxid64022.2024.10860402.

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Muninggar, Dania Ayu, Jevon Octavian Putra, Mei Lisa Arista Kusumawardani, Riyan Leandros, and Sunardi. "User Experience Evaluation on Siakadcloud’s Computer Based Test Front (CBTFRONT) Application Using Evaluation of Heuristic Method." In 2024 10th International HCI and UX Conference in Indonesia (CHIuXiD). IEEE, 2024. https://doi.org/10.1109/chiuxid64022.2024.10860730.

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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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MacDonald, Craig M. "User Experience (UX) Capacity-Building." In DIS '19: Designing Interactive Systems Conference 2019. ACM, 2019. http://dx.doi.org/10.1145/3322276.3322346.

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Quiñones, Daniela, Andrés Barraza, and Luis Rojas. "User eXperience Heuristics for Geoportals." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001689.

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A web portal is defined as a “website that acts as a connection to a collection of information or resources including sources, services, news, tutorials, tools and an organized collection of other references from different websites” (Maguire and Longley, 2005). Specifically, the expression “geospatial resources” is used for geospatial information and services, where this “geoportal” is a type of portal, where it deals with resources with these characteristics. Based on the review that we performed, we can define a geoportal as a website that is considered an entry point to geographic content o
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Nacke, Lennart E., Pejman Mirza-Babaei, and Anders Drachen. "User Experience (UX) Research in Games." In CHI '19: CHI Conference on Human Factors in Computing Systems. ACM, 2019. http://dx.doi.org/10.1145/3290607.3298826.

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Kantorowitz, Eliezer. "Low Cost User Experience (UX) Design." In the 2014 European Conference. ACM Press, 2014. http://dx.doi.org/10.1145/2637248.2637252.

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Berichte der Organisationen zum Thema "UX (User experience)"

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Abdul Hamid, Umar Zakir. User Experience for Digitalized and Smart Cockpits and Cabins of Next-gen Mobility. SAE International, 2025. https://doi.org/10.4271/epr2025006.

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<div class="section abstract"><div class="htmlview paragraph">This SAE Edge Research Report explores advancements in next-generation mobility, focusing on digitalized and smart cockpits and cabins. It offers literature review, examining current customer experiences with traditional vehicles and future mobility expectations. Key topics include integrating smart cockpit and cabin technologies, addressing challenges in customer and user experience (UX) in digital environments, and discussing strategies for transitioning from traditional vehicles to electric ones while educating custom
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2

bin Ahsan, Wahid. The EDIT UX Framework: A User-Centered Approach to Effective Product Redesign. Userhub, 2024. http://dx.doi.org/10.58947/zxkd-kldq.

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In the dynamic domain of web and mobile application development, the imperative to continuously evolve and enhance user experience is paramount. The EDIT UX Framework offers a robust, systematic approach to redesign, aimed at significantly enhancing user engagement, accessibility, and business performance. This framework is delineated into four pivotal stages: (1) Evaluation, which establishes a solid analytical foundation by synthesizing metrics analysis, heuristic evaluations, accessibility assessments, and user insights; (2) Design, where ideation and prototyping are driven by user-centric
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3

Veit, Desarae A. Holisitic Approach to User Interface (UI) and User Experience (UX) Design and Development within the Software Development Process: An Exploration of Project Management, Design Theory, Design Systems, and Accessibility for Superior Application Development. Iowa State University, 2024. http://dx.doi.org/10.31274/cc-20240624-834.

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