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 und Carina González. „Usability and User Experience“. International Journal of Information Technologies and Systems Approach 8, Nr. 2 (Juli 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 complementing the theoretical foundations of HCI/usability/UX. The practice is usually more appealing and persuasive than the theory. The gap between HCI/usability/UX research and practice may be reduced by applied research, problem – oriented, or at least based on real case studies.
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Shourmasti, Elaheh Shahmir, Ricardo Colomo-Palacios, Harald Holone und Selina Demi. „User Experience in Social Robots“. Sensors 21, Nr. 15 (26.07.2021): 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 experience in social robots, and to identify the challenges and benefits of UX evaluation in social robots. To achieve this goal, the authors carried out a systematic literature review that relies on PRISMA guidelines. Our findings revealed that the most common methods to evaluate UX in social robots are questionnaires and interviews. UX evaluations were found out to be beneficial in providing early feedback and consequently in handling errors at an early stage. However, despite the importance of UX in social robots, robot developers often neglect to set UX goals due to lack of knowledge or lack of time. This study emphasizes the need for robot developers to acquire the required theoretical and practical knowledge on how to perform a successful UX evaluation.
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Lanius, Candice, Ryan Weber und Joy Robinson. „User Experience Methods in Research and Practice“. Journal of Technical Writing and Communication 51, Nr. 4 (Oktober 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 und Yiorgos Chrysanthou. „Exploring User Experience While Playing Educational Games“. International Journal of Gaming and Computer-Mediated Simulations 4, Nr. 4 (Oktober 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 to capture how the UX develops over time. Key findings are presented and discussed.
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Rebelo, Francisco, Paulo Noriega, Emília Duarte und Marcelo Soares. „Using Virtual Reality to Assess User Experience“. Human Factors: The Journal of the Human Factors and Ergonomics Society 54, Nr. 6 (06.11.2012): 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 methods used to evaluate UX, as well as their main limitations, are identified. The current VR equipment and its potential applications (as well as its limitations and drawbacks) to overcome some of the limitations in the assessment of UX are highlighted. Results: The relevance of VR for UX studies is discussed, and a VR-based framework for evaluating UX is presented. Conclusion: UX research may benefit from a VR-based methodology in the scopes of user research (e.g., assessment of users’ expectations derived from their lifestyles) and human–product interaction (e.g., assessment of users’ emotions since the first moment of contact with the product and then during the interaction). Application: This article provides knowledge to researchers and professionals engaged in the design of technological interfaces about the usefulness of VR in the evaluation of UX.
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Hasan, Zahid, und Rathindra Chandra Gope. „Dynamics of User Experience (UX)“. International Journal of Computer Applications 81, Nr. 16 (22.11.2013): 18–24. http://dx.doi.org/10.5120/14207-2443.

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St. Peter, Hilary A. Sarat. „Communicating User Experience“. International Journal of Sociotechnology and Knowledge Development 7, Nr. 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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Kocaballi, Ahmet Baki, Liliana Laranjo und Enrico Coiera. „Understanding and Measuring User Experience in Conversational Interfaces“. Interacting with Computers 31, Nr. 2 (01.03.2019): 192–207. http://dx.doi.org/10.1093/iwc/iwz015.

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Abstract Although various methods have been developed to evaluate conversational interfaces, there has been a lack of methods specifically focusing on evaluating user experience. This paper reviews the understandings of user experience (UX) in conversational interfaces literature and examines the six questionnaires commonly used for evaluating conversational systems in order to assess the potential suitability of these questionnaires to measure different UX dimensions in that context. The method to examine the questionnaires involved developing an assessment framework for main UX dimensions with relevant attributes and coding the items in the questionnaires according to the framework. The results show that (i) the understandings of UX notably differed in literature; (ii) four questionnaires included assessment items, in varying extents, to measure hedonic, aesthetic and pragmatic dimensions of UX; (iii) while the dimension of affect was covered by two questionnaires, playfulness, motivation, and frustration dimensions were covered by one questionnaire only. The largest coverage of UX dimensions has been provided by the Subjective Assessment of Speech System Interfaces (SASSI). We recommend using multiple questionnaires to obtain a more complete measurement of user experience or improve the assessment of a particular UX dimension. RESEARCH HIGHLIGHTS Varying understandings of UX in conversational interfaces literature. A UX assessment framework with UX dimensions and their relevant attributes. Descriptions of the six main questionnaires for evaluating conversational interfaces. A comparison of the six questionnaires based on their coverage of UX dimensions.
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Rousi, Rebekah. „Unremarkable experiences - Designing the user experience of elevators“. Swedish Design Research Journal 11 (28.06.2016): 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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Ntoa, Stavroula, George Margetis, Margherita Antona und Constantine Stephanidis. „User Experience Evaluation in Intelligent Environments: A Comprehensive Framework“. Technologies 9, Nr. 2 (25.05.2021): 41. http://dx.doi.org/10.3390/technologies9020041.

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‘User Experience’ (UX) is a term that has been established in HCI research and practice, subsuming the term ‘usability’. UX denotes that interaction with a contemporary technological system goes far beyond usability, extending to one’s emotions before, during, and after using the system and cannot be defined only by studying the fundamental usability attributes of effectiveness, efficiency and user satisfaction. Measuring UX becomes a substantially more complicated endeavor when the interaction target is not just a technological system or application, but an entire intelligent environment and the systems contained therein. Motivated by the imminent need to assess, measure and quantify user experience in intelligent environments, this paper presents a methodological and conceptual framework that provides concrete guidance for UX research, design and evaluation, explaining which UX parameter should be measured, how, and when. An evaluation of the framework indicated that it can be valuable for researchers and practitioners, assisting them in planning, carrying out, and analyzing UX studies in a comprehensive and thorough manner, thus enhancing their understanding and improving the experiences they design for intelligent environments.
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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 they perceive technology and eventually, their acceptance of the technology. Current ICT systems still haven‟t adopted the concept of placing the user at the core of the interaction. Users are still required to adapt themselves to the interface‟s characteristics; which limits the number of people who can use the system due to inabilities to adapt to the interface. As a result, the information embedded in these technologies is still inaccessible and useless to Marginalized Rural Area (MRA) users. Such usability challenges can be mitigated against and avoided by matching UI components with the users‟ mental models, language, preferences, needs and other socio-cultural artefacts. In this research, literature in Human-Computer Interaction (HCI) is reviewed with emphasis on the usability and User Experience (UX) during user interaction with ICTs using various modes of interactions. HCI emphasizes the need for systems to take account of user‟s characteristics such as their abilities, needs, socio-cultural experiences, behaviours and interests. In efforts to meet the requirement of UX, the user, system and the context of use, need to be evaluated, taking into consideration that changing one entity modifies the UX. This will be achieved by persona profiling to determine the key characteristics of the user communities, clustered according to the key UX attributes. Subsequently, through detailed usability evaluations, including the use of System Usability Scale (SUS) to determine user satisfaction with various UI components/techniques per identified persona- thus providing and persona mapping for usability of Information and Communication Technology for Development (ICTD) services. The results from this research are reflective of the importance of creating personas for usability testing. Some of the personas do not have a problem with interacting with most of the interfaces but their choice of interface comes from a preference point of view. For some personas, their skills and level of experience with ICTs motivates their choice of interface. The common UI component that users from across the spectrum appreciate is UI consistency which makes interaction easier and more natural. Common obstacles with current User Interfaces (UIs) that inhibit users from MRAs include the hefty use of text in interfaces, unintuitive navigation structures and the use of a foreign language. Differences in UIs from different application developers present an inconsistency which challenges the users from rural areas. These differences include the layout, the text entry methods and the form of output produced. A solution to this has been identified from the usability test as the use of speech-enabled interfaces in a language that can be understood by the target audience. In addition, through literature study it has been found that UX of interfaces can be improved by the use of less textual or text-free interfaces. Based on literature, users from MRAs can benefit from using hand-writing based UIs for text-based entry which mimics pen and paper environment for literate users who have experience with writing. Finally, the use of numbered options can assist illiterate users in tasks that requires users to choose options and for navigation. Therefore, consistency in UIs designed to be used by MRA users can improve usability of these interfaces and thus, improving the overall UX.
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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 a gap between academia and practitioners. This research attempts to measure and examine the gap between academia and practitioners. A survey was conducted to observe how aware practitioners are of UX and their ability to recognize it as compared to the recent academia’s research.
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Selent, Jette, und 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 Systems (Venkatesh 2000). Hwang und Yi (2002) sowie Lee, Cheung und Chen (2005) beschreiben, dass das Erleben von Lernerfahrungen bei der Nutzung eines Systems die Wahrscheinlichkeit erhöht, dass es langfristig genutzt wird. Sowohl Spaß, als auch Wissens-, Fähigkeits- und Fertigkeitserwerb sowie spielerische Erfahrungen können demnach als Quellen intrinsischer Motivation betrachtet werden und es gibt Grund zu der Annahme, dass sich das Hervorrufen intrinsischer Motivation positiv auf die Wahrscheinlichkeit, Häufigkeit und Dauer der Nutzung eines Software-Produktes auswirkt. Auch die User Experience (UX) bei der Nutzung interaktiver Produkte wird mit Faktoren intrinsischer Motivation in Verbindung gebracht. So beschreibt etwa Hassenzahl (2008) eine gute UX als Konsequenz der Befriedigung des Bedürfnisses unter anderem nach Autonomie, Kompetenz, und Verbundenheit. Diese Bedürfnisse gelten laut der Selbstbestimmungstheorie (Self-Deter-mination Theory, SDT) von Deci und Ryan (1985) als Grundlage für das Entstehen intrinsischer Motivation. Kompetenz beschreiben Deci und Ryan (2002b) hier als das Gefühl dafür, in welchem Ausmaß eine Person einen effektiven Einfluss auf ihre soziale und physische Umwelt ausüben kann. Darüber hinaus beinhaltet Kompetenz im Sinne der SDT das Erleben von Möglichkeiten, die eigenen Fähigkeiten und Fertigkeiten auszuüben und in kontrollierbarer Art und Weise weiterzuentwickeln (Deci & Ryan 2002a, White 1959). Nimmt eine Person sich selbst als Ursprung und Initiator ihrer Handlungen wahr, so wird dies als Erleben von Autonomie bezeichnet. Diese Empfindung wird dadurch begünstigt, dass die Person erlebt, die eigene Umwelt beherrschen und beeinflussen zu können (Angyal 1941). Autonomes Handeln bedeutet ebenso, dass das gezeigte Verhalten als Ausdruck des eigenen Willens verstanden, aus eigenem Interesse initiiert und im Sinne der eigenen Wertvorstellungen ausgeführt werden kann (Deci & Ryan 2002a). Als drittes Grundbedürfnis wird Geborgenheit, Einbettung in ein emotional stabiles soziales Umfeld sowie die Bindung an Bezugspersonen und eine Gesellschaft beschrieben (Ainsworth 1989, Baumeister & Leary 1995, Bowlby 1979). Das Gefühl von Verbundenheit im Sinne der SDT wird ebenfalls durch das Erleben einer Verbindung zu anderen Menschen, die auf gegenseitigem Füreinander-Sorge-Tragen beruht, gefördert (Ryan & Deci 2000b). Für den langfristigen Erfolg von Technik und die Integration von Produkten in den Alltag von Nutzern ist die Frage entscheidend, ob es gelingt, diese intrinsischen Bedürfnisse zu befriedigen. Bestehende Fragebögen zur Erfassung intrinsischer Motivation, wie z.B. die Kurzskala intrinsische Motivation (KIM, Wilde et al. 2009) oder der Fragebogen zur aktuellen Motivation (FAM, Rhein-berg et al. 2001) sind allerdings nicht für den Bereich UX validiert und bilden in ihrer Struktur nur selten etablierte theoretische Modelle ab. Daher wurde auf Grundlage der SDT ein neues Messinstrument konstruiert und anhand mobiler Applikationen validiert [...] Das Ziel war demnach, mit Hilfe semantischer Differenziale ein kompaktes Messinstrument für die Betrachtung der Befriedigung der drei Grundbedürfnisse nach der SDT bei der Nutzung interaktiver Softwareprodukte zu entwickeln. [... aus der Einleitung]
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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 approach to UX development. First I will take look at waterfall methodology and then at modern agile methodologies such as Scrum, Kanban and Lean management, which are now becoming standard in software development. I will describe issues with the integration of UX into software development. The next section will introduce my own methodology, which is based on Scrum. The methodology consists of general principles of Lean and Agile management and the management, which is sometimes called "freedom at work". Then I will use the proposed methodology on my own startup project and will evaluate its use in practice. In last part I will analyze development process with focus on UX in projects Medium and Facebook. Thesis combines knowledge from Lean and agile management, economy and cognitive science to show the way to succeed in today services with great UX.
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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 improved. An online survey showed what the potential users were interested in, and Think-aloud protocol interviews highlighted the best and most complicated parts of the current platform.  A competitor analysis and a SWOT (strengths, weaknesses, opportunities, and threats) analysis gave an understanding of the market position of the platform and aided in the process of selecting which parts of the platform that was to be improved.  The design process started with sketching, followed by feedback, continued to a proto- type, and then finally an implementation.  A conclusion from the background study is that reading emails still is the most common online activity in 2011. This makes email marketing very effective and useful if it’s carried out in the right way. There are many pitfalls, but if the content is right and the structure and design follow the guidelines set up by governments and experts, there are big chances for success. However, keep in mind that designing HTML emails is not like designing websites. There are many limitations, and the difference between rendering engines is big.
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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 integrate into Agile, too complicated, take too much time to learn, and colleagues have shown to be an essential component for learning. These findings indicate that UX methods might work better if they are designed less complicated and deliver results quicker following the design of Scrum. Also, companies could use novel ideas to ease the access to users and to learn, e.g., lunch lectures.
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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, personas, prototyping, and more. The results created are primarily user experience guidelines packaged in a Theoretical Framework, user testing conclusions, along with suggestions on improving the current Lego Star Wars: Force Builders application, a few in the form of prototypes.
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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 huvudsakligen metoderna litteraturstudie, semi-strukturerade intervjuer där deltagarna alla är aktiva utövare inom UX och en enkät om upplevd UX-mognad. UX kommer från användbarhet, då användbarhet anses för snävt för att täcka alla områden man jobbar med vid utvecklingen av en produkt eller tjänst. I teorin beskrivs UX till större del som ett användarfokuserat arbetssätt där användaren ses som experten istället för designern. Eftersom det idag finns en uppsjö av digitala produkter och tjänster har UX blivit viktigt för att kunna uppnå ökad konkurrenskraft på marknaden. Därav har allt fler organisationer börjat intressera sig för UX. För att veta vart en organisation befinner sig i UX-mognaden finns en mängd olika UXmognadsmodeller som kan vara användbara för att fastställa detta samt guida hur en organisation kan avancera. Om UX-mognaden är låg innebär det att ingen eller få jobbar med UX i en organisation. Är det få som jobbar med UX innebär det att de får ta på sig en väldigt bred roll, det blir ett väldigt stort ansvar. Är det verkligen rimligt att en person ska behöva bära det ansvaret? Är däremot UX-mognaden är hög så jobbar hela team eller hela organisationen med UX på något sätt. Det underlättar för designer och bidrar till att skapa ett bättre samarbete inom organisationen. Men om allt fler använder sig av UX och det blir en del av flertalet olika yrken, vad kommer då hända med rollen?
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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 evaluating the solution. Without a doubt, ML opens new doors for UX designers to be creative in their practice. However, research indicates that lack of knowledge transfer into UX design practice may hamper this potential. This paper explores how UX designers experience ML. The findings resulted in 5 experiences: 1) Absence of competence, 2) Lack of incentive for competence development, 3) Challenging articulating design criteria, 4) Mature vs. Immature customers, 5) Lack of support for ethical concerns. I discuss the implications of these findings and propose how we can understand UX design practice and opportunities for additional design research to support designers working with ML.
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Bücher zum Thema "UX (User experience)"

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

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2

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

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3

User experience management: Essential skills for leading effective UX teams. Burlington, MA: Morgan Kaufmann, 2011.

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4

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

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5

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

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6

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

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7

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

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8

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

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9

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

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James, Box, Hrsg. Undercover user experience: Learn how to do great UX work with tiny budgets, no time, and limited support. Berkeley, CA: 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, 79–81. Berkeley, CA: Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3267-5_11.

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2

Lull, Dave. „UX Tips“. In Discussions in User Experience, 85–87. Berkeley, CA: Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3267-5_13.

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3

Huang, Tao. „Disruptive UX for Sustainability“. In Design, User Experience, and Usability: Novel User Experiences, 485–93. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40355-7_46.

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4

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

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5

Lull, Dave. „UX Psychology Basics“. In Discussions in User Experience, 11–18. Berkeley, CA: Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3267-5_4.

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6

Lull, Dave. „UX Psychology Tools“. In Discussions in User Experience, 19–24. Berkeley, CA: Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3267-5_5.

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7

Lull, Dave. „Various UX Specifics“. In Discussions in User Experience, 25–33. Berkeley, CA: Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3267-5_6.

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Knight, Westley. „What Is User Experience?“ In UX for Developers, 1–12. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-4227-8_1.

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Lull, Dave. „UX in the Workplace“. In Discussions in User Experience, 1–3. Berkeley, CA: Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3267-5_1.

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Lull, Dave. „The Future of UX“. In Discussions in User Experience, 83–84. Berkeley, CA: Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3267-5_12.

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Konferenzberichte zum Thema "UX (User experience)"

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Hassenzahl, Marc. „User experience (UX)“. In the 20th International Conference of the Association Francophone d'Interaction Homme-Machine. New York, New York, USA: 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. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3322276.3322346.

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3

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

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4

Nacke, Lennart E., Pejman Mirza-Babaei und Anders Drachen. „User Experience (UX) Research in Games“. In CHI '19: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3290607.3298826.

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Tong, Yanzhang, Yan Liang, Ying Liu, Yulia Hicks und Irena Spasic. „Integrating Hedonic Quality for User Experience Modelling“. In ASME 2021 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2021. http://dx.doi.org/10.1115/detc2021-69781.

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Abstract Research on user experience (UX) has attracted much attention from designers. Additionally, hedonic quality can help designers understand user interaction (such as attractive, original and innovative) when they experience a product. Realising the user’s interaction state is a significant step for designers to optimise product design and service. Previous UX modelling lacks exploration in user interaction state. Also, the lack of user interaction state factor will reduce the accuracy of the UX modelling. In this paper, we explore the interaction value of online customer review and introduce a new approach to integrating hedonic quality for UX modelling. Firstly, extracting word list from online customer review; Secondly, hedonic quality words are extracted from the word list and added as a hedonic quality part to UX modelling; Thirdly, we compared the analysis result with our previous study for the conclusion. This research combines hedonic quality with UX modelling to enrich modelling in the field of UX for the first time. The proposed data collection method is superior to the traditional collection methods in hedonic quality studies. Extracting hedonic quality factors from online customer reviews can in-depth provide reflections for designers to improve their product design. Furthermore, it also explored the valuable relationship between UX and online customer reviews to provide proactive thinking in user strategy and design activities.
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Rajeshkumar, S., Ridha Omar und Murni Mahmud. „Taxonomies of User Experience (UX) evaluation methods“. In 2013 International Conference on Research and Innovation in Information Systems (ICRIIS). IEEE, 2013. http://dx.doi.org/10.1109/icriis.2013.6716765.

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Diana, Nova Eka, und Ocky Aditia Saputra. „Measuring user experience of a potential shipment tracking application“. In CHIuXiD '15: CHI UX Indonesia'15. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2742032.2742039.

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Mispa, Khairunnisa, Evi Indriasari Mansor und Azrina Kamaruddin. „Evaluating Children's User Experience (UX) Towards Mobile Application“. In the 5th International ACM In-Cooperation HCI and UX Conference. New York, New York, USA: ACM Press, 2019. http://dx.doi.org/10.1145/3328243.3328250.

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Hidayah, Nur Aeni, Zulfiandri, Ahmad Rafiiuddin, Yusuf Durachman und Eri Rustamaji. „User Experience Design Analysis Using Lean UX Method“. In 2021 9th International Conference on Cyber and IT Service Management (CITSM). IEEE, 2021. http://dx.doi.org/10.1109/citsm52892.2021.9588905.

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Abdul Aziz, Naziatul Shima, Wan Fatimah Wan Ahmad und Nurul Jannah binti Zulkifli. „User experience on numerical application between children with Down Syndrome and autism“. In CHIuXiD '15: CHI UX Indonesia'15. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2742032.2742036.

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