Academic literature on the topic 'User experience'

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Journal articles on the topic "User experience"

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

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

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

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

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

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

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

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

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St. Peter, Hilary A. Sarat. "Communicating User Experience." International Journal of Sociotechnology and Knowledge Development 7, no. 2 (April 2015): 14–26. http://dx.doi.org/10.4018/ijskd.2015040102.

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Research in the ICT4D field implicates lack of user-centered design in the high rate of ICTD project failure. The field of user experience (UX) offers potentially fruitful approaches for user-centered design. In the ICTD context, these principles and methods clash with the triple constraints of project management (time, scope and funding). This paper introduces the user persona from UX design as a powerful tool for considering the user's perspective within resource-constrained ICTD projects. Although personas appear simple, they introduce complex communicative affordances, pragmatic benefits, and risks to ICTD projects. A brief conclusion revisits the larger problem of ICTD project failure, and considers the potential role of personas in addressing this problem.
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Anderson, Richard, Keith Instone, Dirk Knemeyer, Beth Mazur, and Whitney Quesenbery. "User experience network." Interactions 12, no. 3 (May 2005): 40–41. http://dx.doi.org/10.1145/1060189.1060217.

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Dissertations / Theses on the topic "User experience"

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

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There are many different details to consider for developers when creating a new product. Many believe that the functions is the most important. However the question about how the products User Experience should be handled gets more and more important. Because of that there are lots of tests before every launch to ensure that the product gets a better welcoming with the customers. The purpose with this study was to create a overview for how to create a better User Experience. We have created a guideline in this topical subject through creating a methodology to follow. This was done because of the difficulty to follow the current guidelines, and especially from those who really don´t know the subject. This study was based on previous research with a qualitative data collection method. We did our study from the eyes of a case business where we had interviews to get their opinions about User Experience and methodologies that already exists. The information that were used as method for the selection of informants because it was important for us that the informants knew what they were talking about. The purpose of the empirical data was to conclude which parts that were necessary to include in a methodology to get a more advanced User Experience but also why it is important. With this information we could give our version of a methodology to create a User Experience that fit in different projects. The results of the study contain the parts that we thought was important for creating a methodology that the developers could use. These were Design, UX-design, User Behavior, Usability and Human Computer Interaction that we later compiled to different phases in our methodology for User Experience. Furthermore when we concluded the phases for our methodology and these were Understanding where the developers shall create an understanding about what the user really wants. Research where you research what techniques that should be a part of a modern product. Sketch where you work from what the customer wants to get prototypes and test them to get their opinion. Design where you confirms which of the prototypes you will use in a completed design. Implementation where you create the product. The last phase is Evaluate where you do usability testings continuously to know that it is really working.
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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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Johansson, Victor. "The Total User Experience." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20532.

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Denna rapport är resultatet av ett examensarbete på Malmö Högskolas Produktdesignprogram. Projektets syfte har varit att utforska framtiden inom mobil kommunikation. Det är utfört av Victor Johansson i samarbete med Sony Ericsson Mobile Communications AB.Allt fler funktioner flyttar in i våra telefoner; biljetter, betalkort, kartor, tidtabeller och fotoalbum. Genom att dessa saker flyttar in i telefonen blir de immateriella. Men vad händer när allt fler saker blir immateriella och interaktionen med denna icke-fysiska värld förblir platt och endimensionell? Finns det bättre sätt att nå, hantera och ”greppa” i denna världen?Projektet började med en studie vilken till stor del bestod av trendanalyser. Målet med studien var att fastställa problemområden och att ta fram en problemställning. Efter det följde projektet den traditionella designprocessen med brief, idéprocess, skissprocess, prototyp och slutkoncept.Projektet har resulterat i ett fysiskt koncept som är tänkt att ligga tre år fram i tiden. Konceptet gör innehåll från den immateriella världen mer tillgängligt för användaren och utforskar nya sätt att interagera med detta innehåll.
This report is the result of a thesis project at Malmö Universitys Productdesignprogram. The purpose of the project has been to explore the future of mobile communications. It is written by Victor Johansson, in collaboration with Sony Ericsson Mobile Communications AB.More and more functions move into our phones; tickets, credit cards, maps, schedules and photo albums. When these things move into the phone they become intangible. But what happens when more and more things are intangible, and interaction with this non-physical world remains flat and one dimensional? Are there better ways to reach, manage and "grab" this world?The project began with a study which largely consisted of trend analysis. The goal of this study was to identify problem areas and to develop a problem. Afterwards the project followed the traditional design process with a brief, idea process, sketching process, prototypes and final concept.The project has resulted in a physical concept that is supposed to be launched three years from now. The concept makes content from the intangible world more accessible to the user and explores new ways to interact with this content.
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Hart, Jennefer. "Investigating user experience and user engagement for design." Thesis, University of Manchester, 2015. https://www.research.manchester.ac.uk/portal/en/theses/investigating-user-experience-and-user-engagement-for-design(d0f13517-fea8-4188-84a3-198c7d3ede71).html.

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Understanding the interactive experience of using digital technologies is a complex process. Traditional methods of evaluating interactive technologies originate from usability, which focuses on ease of use, ease of learning and performance. User Experience (UX) emerged from the recognition that usability alone does not account for the more subjective emotional responses experienced when interacting with a product. Although the term UX has become widely accepted within the area of Human Computer Interaction (HCI), its definition still remains unclear, making it difficult to evaluate and design for. This thesis adopts a hybrid perspective by bridging the division between the reductionist and holistic approaches to UX research. Using a multi-methods approach that combine the strengths of both quantitative (objective) and qualitative (subjective) methods, will provide deeper insights into the users’ judgement process of interactive products. Various theories have been proposed to understand UX, yet no consensual UX theory or model has emerged. The importance of aesthetics in influencing decisions about a products quality gained much attention in early UX research with conflicting results, sparking a surge of research into understanding the complexities of user quality judgement. Past UX research has focused on the multi-constructs of pragmatics, hedonics and aesthetics, and how these may influence user judgement, which can vary depending on the context, task and user background. However, little attention has been given to the impact of interactive design features upon UX. Findings from this thesis clearly show that interactivity is an important element within UX in both short and long-term usage. This thesis expands the existing process model of user quality judgement, through a series of three studies to reveal the importance of interactivity, and how initial perception and judgement of a products quality can change over time. The first two studies identify the importance of interactivity in positive influencing UX. Both studies revealed that affective and hedonic ratings increased as a result of interaction, demonstrating the powerful effect of interaction, and showed clear differences for websites that contained enhanced interactive features, despite the presence of usability problems. Further exploration using cluster analysis revealed three sub-groups that categorised users not only by their interactive style preferences, but also by their predispositions towards technology. This perspective of user sub-group analysis is a contribution to the field which bridges population-level quantitative analysis with qualitative findings that focuses on the individual ethnographic interpretations of experience. Considerable UX research has focused on short-term evaluations, based on users first impressions pre and post-interaction, with few studies capturing long-term usage. The third study reports on an ecological longitudinal investigation into how UX changes over time and long-term product use. A group of novice iPad users were tracked over six months to reveal that despite poor usability, hedonic ratings remained high, yet over time usefulness and utility were dominating factors affecting UX and product adoption. The influence of both device and app revealed that although users found the device more pleasurable, it was the variety of apps contained on the device that facilitated positive UX. The overall findings from this research provided some valuable methodological insights and aided the creation of set of practical UX heuristics that can be used to inform both future research and design practice.
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Ercoli, Pierpaolo. "Wearable device e User Experience." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10383/.

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

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2015.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 51-53).
In this thesis, we designed and implemented a user interface for doctors to view patient results from the Clock Drawing Test as computed by the ClockSketch system. We identied four primary goals for the interface: glanceability, familiarity, minimalism, and trustworthiness. Following a spiral-based design process, we systematically built and iterated over interface prototypes with these goals in mind.
by Katherine Anna Hobbs.
M. Eng.
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Kendrick, Victoria L. "The user experience of crowds." Thesis, Loughborough University, 2013. https://dspace.lboro.ac.uk/2134/13888.

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This thesis is concerned with the user experience of crowds, incorporating issues of comfort, satisfaction, safety and performance within a given crowd situation. Factors that influence the organisation and monitoring of crowd events will be considered. A comprehensive review of the literature revealed that crowd safety, pedestrian flow modeling, public order policing and hooliganism prevention, has received the greatest attention with previous research on crowds. Whereas crowd performance, comfort and satisfaction has received less attention, particularly within spectator events (sporting and music for example). Original research undertaken for this doctoral thesis involved a series of studies: user focus groups, stakeholder interviews, and observational research within event security and organisation. Following on from these investigations, the findings have been integrated with a tool to assist crowd organisers and deliverers during the planning of crowd events, and accompanying user feedback interviews following use of the tool. The overarching aim of the research within this thesis was to explore the complex issues that contribute to the user experience of being in a crowd, and how this might be improved. The crowd user focus groups revealed differences in factors affecting crowd satisfaction, varying according to age and user expectations. Greater differences existed between crowd users, than across crowd situations, highlighting the importance of identifying expected crowd members when planning individual events. Additionally, venue design, organisation, safety and security concerns were found to highly affect crowd satisfaction, irrespective of group differences or crowd situations, showing the importance of these issues when considering crowd satisfaction for all crowd events, for any crowd members. Stakeholder interviews examining crowds from another perspective suggested that overall safety was a high priority due to legal obligations, in order to protect venue reputation. Whereas, comfort and satisfaction received less attention within the organisation of crowd events due to budget considerations, and a lack of concern as to the importance of such issues. Moreover, communication and management systems were sometimes inadequate to ensure compliance with internal procedures. In addition a lack of usable guidance was seen to be available to those responsible for organising crowd situations. Eleven themes were summarised from the data, placed in order of frequency of references to the issues: health and safety, public order, communication, physical environment, public relations, crowd movement, event capacity, facilities, satisfaction, comfort, and crowd characteristics. Results were in line with the weighting of the issues within the literature, with health and safety receiving the most attention, and comfort and satisfaction less attention. These results were used to form the basis of observational checklists for event observations across various crowd situations. Event observations took two forms: observing the role of public and private security, and observing crowd events from the user perspective. Observations within public and private security identified seven general themes: communication, anticipating crowd reaction, information, storage, training, role confusion, financial considerations and professionalism. Findings questioned the clarity of the differing roles of public and private security, and understanding of these differences. Also the increasing use of private over public security within crowd event security, and the differing levels of training and experience within public and private security were identified. Event observations identified fifteen common themes drawn from the data analysis: communication, public order, comfort, facilities, queuing systems, transportation, crowd movement, design, satisfaction, health and safety, public relations, event capacity, time constraints, encumbrances, and cultural differences. Key issues included the layout of the event venue together with the movement and monitoring of crowd users, as well as the availability of facilities in order to reduce competition between crowd users, together with possible links to maintaining public order and reducing anti-social behaviour during crowd events. Findings from the focus groups, interviews, and observations were then combined (to enhance the robustness of the findings), and developed into the Crowd Satisfaction Assessment Tool (CSAT) prototype, a practical tool for event organisers to use during the planning of crowd events. In order to assess proof of concept of the CSAT, potential users (event organisers) were recruited to use the CSAT during the planning of an event they were involved in organising. Semi-structured feedback interviews were then undertaken, to gain insight into the content, usefulness, and usability of the CSAT. Separately human factors researchers were recruited to review the CSAT, providing feedback on the layout and usability of the tool. Feedback interviews suggested the CSAT was a useful concept, aiding communication, and providing organisers with a systematic and methodical structure for planning ahead, prioritising ideas, and highlighting areas of concern. The CSAT was described as being clear and easy to follow, with clear aims, and clear instructions for completion, and was felt to aid communication between the various stakeholders involved in the organisation and management of an event, allowing information to be recorded, stored and shared between stakeholders, with the aim of preventing the loss of crucial information. The thesis concludes with a summary model of the factors that influence crowd satisfaction within crowd events of various descriptions. Key elements of this are the anticipation, facilities, and planning considered before an event, influences and monitoring during an event and reflection after an event. The relevance and impact of this research is to assist the planning of crowd events, with the overall aim of improving participant satisfaction during crowd events. From a business perspective the issue is important with competition between events, the desire to encourage return to events, and to increase profit for organisers. From an ergonomics perspective, there is the imperative of improving the performance of crowd organisers and the experience of crowd users.
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Nissinen, T. (Tuomas). "User experience prototyping:a literature review." Bachelor's thesis, University of Oulu, 2015. http://urn.fi/URN:NBN:fi:oulu-201504221415.

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According to the human-centered design process, prototyping is an essential element of user experience (UX) design. This literature review aims to provide an overview of user experience prototyping and answer the following questions based on previous literature: How does UX design benefit from prototyping? What kinds of prototypes and prototyping tools exist? In which phases of the UX design process is prototyping most valuable? This literature review reveals that prototyping increases the understanding of user needs and context, allows designers to explore and evaluate design ideas and communicate design decisions. Low-fidelity prototypes provide insight early in the design process when possible designs are explored and initial usability evaluations are conducted. High-fidelity and e.g. multi-fidelity prototypes can include more sophisticated interactive features and act as living specification for developers and other stakeholders. Low-fidelity prototyping tools are widely available and easy to use, while higher fidelity tools are often viewed as time consuming and more difficult to use.
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Holm, Anders, and Kullström Christoffer Sundberg. "User Responsive User Experience Design: Building a Conceptual Framework." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-1036.

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To a large extent, business-customer interactions are acted out on digital meeting places. When the possibilities for businesses to engage in face-to-face interactions decrease, relationship building and customer service becomes more of a challenge. Digital services are easily duplicated by competitors and with standardization of interfaces and products, customers tend to switch more frequently between providers. One area where the creation and maintenance of loyal customers appears to be highly relevant is the domain of e-banking. Studies have shown that by personalizing the experience for the user, customer loyalty can be enhanced. Existing methods of interface adaptation shifts the responsibility for the resulting user experience design from the designer to either the user or the system. However, research shows that handing over responsibility for the design to the user can damage the user experience. Furthermore, we argue that as long as computers cannot translate the meaning of what a human communicates, and understand the motivation that lies behind her actions, human designers and researchers need to own the responsibility for designing user experiences. Responsive web design differ from the concept of user responsiveness in the way that it is not truly responsive to the user but to the technical device that is used. Following a design science research methodology, this paper presents the development of a conceptual framework for user responsive user experience design (URUXD) that aims to strengthen the bond between user and provider by enabling a more relevant and personalized user experience. The conceptual framework introduces a way to design user responsive information systems that could be useful in domains where the user audience is large and diverse, as in the case of e-banking. A personalized user experience is enabled by transcending the current use of personas as design tools to also involve them in categorizing real-time users through the use of personas as mapping tools. Multiple persona sets are incorporated in the framework which gives the user experience designer the possibility of designing a holistic user experience for each persona set. The framework thus enables the incorporation of multiple GUI designs in an information system that is user responsive, without the risk of violating usability principles.
Interaktionen mellan företag och kund sker nuförtiden oftast på digitala mötesplatser. När möjligheten för företag att träffa kunden öga mot öga minskar blir det en utmaning att skapa nära affärsrelationer och förmedla bra kundservice. Med konkurrenter som enkelt kopierar digitala tjänster och med en standardisering av gränssnitt och tjänster tenderar kunder att oftare byta leverantör. Inom e-banking framstår därför skapande och upprätthållande av lojala kunder som högst relevant. Genom att personifiera användarupplevelsen kan kundlojaliteten förbättras. Befintliga metoder för gränssnittsadaption lämnar över ansvaret för den resulterande designen från designern till antingen användaren eller systemet. Men, om ansvaret för designen tilldelas användaren kan resultatet bli i en skadad användarupplevelse. Så länge datorer inte kan översätta meningen bakom vad en människa kommunicerar eller skapa en förståelse för en användares bakomliggande motivation till varför hen utför handlingar, måste mänskliga designers inneha ansvaret för designen av användarupplevelsen. Vidare skiljer sig responsiv webbdesign från konceptet användarresponsivitet i meningen att responsiv webbdesign inte är direkt responsiv mot användaren utan snarare mot den tekniska apparat som används. Genom att följa en design science forskningsmetodik utvecklades ett konceptuellt ramverk för design av användarresponsiva användarupplevelser (user responsive user experience design (URUXD)). Målet var att stärka bandet mellan användare och leverantör genom att möjliggöra en mer relevant och personifierad användarupplevelse. Det konceptuella ramverket introducerar ett sätt att designa användarresponsiva informationssystem vilket kan vara användbart i domäner där användargruppen är stor och heterogen, vilket är fallet för e-banking. En personifierad användarupplevelse möjliggörs genom att utöka det befintliga användningsområdet för designverktyget personas till att även inkludera dem som mappningssverktyg för att kategorisera användare i realtid. Multipla persona sets införlivas i ramverket vilket skapar möjlighet för designern att skapa en holistisk användarupplevelse för varje enskilt persona set. Det konceptuella ramverket möjliggör därigenom för multipla gränssnittdesigns för ett informationssystem som därmed blir användarresponsivt, utan att underminera principer för användbarhet.
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Talstoi, Aleh, and Zackarias Madsen. "The user interface and user experience of Web Design." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16452.

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Books on the topic "User experience"

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

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

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

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

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

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

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

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

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

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

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Book chapters on the topic "User experience"

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van de Sand, Felix. "Customer Experience ist User Experience ist Brand Experience." In User Experience Identity, 7–17. Wiesbaden: Springer Fachmedien Wiesbaden, 2017. http://dx.doi.org/10.1007/978-3-658-15959-7_2.

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Bordegoni, Monica, Marina Carulli, and Elena Spadoni. "User Experience and User Experience Design." In Prototyping User eXperience in eXtended Reality, 11–28. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-39683-0_2.

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Somers, Bojhan, and Roy Scholten. "User Experience." In The Definitive Guide to Drupal 7, 713–46. Berkeley, CA: Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3136-3_32.

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Goodwin, Steven. "User Experience." In Polished Game Development, 85–104. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2122-8_5.

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Northwood, Chris. "User Experience." In The Full Stack Developer, 47–66. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-4152-3_3.

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Simonsen, Jakob Grue. "User Experience." In The Wiley Handbook of Human Computer Interaction, 191–206. Chichester, UK: John Wiley & Sons, Ltd, 2017. http://dx.doi.org/10.1002/9781118976005.ch10.

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Garner, Tom A. "User-Experience." In Echoes of Other Worlds: Sound in Virtual Reality, 83–124. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-65708-0_4.

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Chen, Fang, and Jacques Terken. "User Experience." In Springer Tracts in Mechanical Engineering, 101–15. Singapore: Springer Nature Singapore, 2022. http://dx.doi.org/10.1007/978-981-19-3448-3_6.

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Sarferaz, Siar. "User Experience." In Compendium on Enterprise Resource Planning, 467–83. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-93856-7_30.

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D’Oliveiro, Michael. "User experience." In The Streaming Media Guide, 85–99. Abingdon, Oxon ; New York, NY : Routledge, 2019.: Routledge, 2019. http://dx.doi.org/10.4324/9780429429750-6.

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Conference papers on the topic "User experience"

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Hendrian, Ariq, Muhammad Luthfi Hamzah, Zarnelly, Anofrizen, and Tengku Khairil Ansyar. "Evaluation of User Experience in Mobile Applications Using User Experience Questionnaire and User Centered Design Methods." In 2024 International Conference on Circuit, Systems and Communication (ICCSC), 1–6. IEEE, 2024. http://dx.doi.org/10.1109/iccsc62074.2024.10616867.

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

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

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

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

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

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

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

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Fehnert, Ben, and Alessia Kosagowsky. "Measuring user experience." In the 10th international conference. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1409240.1409294.

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Montuwy, Angélique, Béatrice Cahour, and Aurélie Dommes. "Questioning User Experience." In CHItaly '17: 12th Biannual Conference of the Italian SIGCHI Chapter. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3125571.3125572.

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Reports on the topic "User experience"

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

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

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

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

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

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

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Abstract:
This deliverable report focuses on the main Uncertainty Quanti cation (UQ) results obtained within the EXAscale Quanti cation of Uncertainties for Technology and Science Simulation (ExaQUte) project. Details on the turbulent wind inlet generator, that enables the supply of random, yet steady, wind velocity boundary conditions during run-time, are given in section 2. This enables the developed UQ workflow, whose results are presented on the basis of the Commonwealth Advisory Aeronautical Council (CAARC) as described in Deliverable 7.1. Finally, the completed UQ workflow and the results are evaluated from an application-driven wind engineering point of view. Thereby, the significance of the developed methods and the obtained results are discussed and their applicability in practical wind-engineering applications is tested through a complete test-run of the UQ workflow.
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migao, ZIma. Optimizing the voting function may improve the user experience. ResearchHub Technologies, Inc., April 2022. http://dx.doi.org/10.55277/researchhub.20rg9wbl.

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

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

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

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