Academic literature on the topic 'UX scale'

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Journal articles on the topic "UX scale"

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Smith, Danielle, Steve Fadden, Melissa Meingast, Michelle Peterson, and Anna Rowe. "User Feedback at Scale." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (September 2016): 349–53. http://dx.doi.org/10.1177/1541931213601079.

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A strong User Experience (UX) discipline has become a business imperative across commercial industry. Accordingly, Human Factors professionals may be part of UX teams in large organizations designing enterprise systems (business-to-business technologies that serve as corporate back-ends or enabling technologies for other products). These teams integrate user research into their design processes by using methods that are similar to consumer product researchers, but often differ in terms of scope and timeline. This panel aims to share best practices and lessons learned in business-to-business UX by bringing together leaders from different enterprise technology companies. Panelists will discuss (1) logistics of gathering feedback from a limited, sometimes hard to reach group of users, (2) how to gather technical feedback using (sometimes) non-technical researchers, and (3) how to structure a user research team (and their deliverables) to effectively turn that feedback into business direction and product experience feedback within an enterprise technology company.
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Nakamura, Walter Takashi, Leonardo Carneiro Marques, Luis Rivero, Elaine H. T. De Oliveira, and Tayana Conte. "Are scale-based techniques enough for learners to convey their UX when using a Learning Management System?" Revista Brasileira de Informática na Educação 27, no. 01 (January 1, 2019): 104. http://dx.doi.org/10.5753/rbie.2019.27.01.104.

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As technology evolves, learning institutions have sought to invest in new learning technologies. Many universities have been adopting platforms designed to support the learning process, called Learning Management Systems (LMSs), to complement face-to-face learning, as well as to support distance learning. This widespread adoption of LMSs raises the need for evaluating them regarding aspects related to quality in use, such as User eXperience (UX). UX is very important in e-learning context, given that it may influence learner’s attitude towards the use of the LMS. Despite its importance, few studies evaluated the UX of LMSs. Moreover, researchers have been using generic techniques to evaluate them. In this context, there is no evidence of studies conducted to identify whether these techniques can fully capture the experience conveyed by these platforms. This paper presents an analysis of two UX evaluation techniques (User Experience Questionnaire, and Integrated Experience Acceptance Model) applied to an LMS called Edmodo. We carried out a study with 34 students, divided into two groups, to evaluate the UX of Edmodo and obtain their perceptions about the technique they used. We also gathered the difficulties faced by the students during the execution of the tasks on the platform, while correlating those difficulties with learning issues. In addition, we performed a qualitative analysis in order to better understand the results. Regarding Edmodo, the results showed that the students perceived its UX as positive. Regarding the techniques, both groups considered them easy to use and useful. However, around 41% of the students in both groups reported that they were not able to fully evaluate their UX using the techniques. The qualitative results allowed the identification of positive and negative aspects that researchers may consider during the improvement or development of new UX evaluation techniques.
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Putri, Masyita Insyra, Erna Piantari, and Enjun Junaeti. "Development of UI / UX Design in Web-Based Artificial Intelligence Learning on Student Learning Motivation with a User-centered Design Approach." Jurnal Guru Komputer 4, no. 1 (November 18, 2023): 11–20. http://dx.doi.org/10.17509/jgrkom.v4i1.64140.

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Artificial Intelligence (AI) is a study of intelligent machines. Starting from elementary school, children should have the opportunity to learn computer science, both from computational thinking and programming. Based on that case, an e-learning platform that discusses AI with block-based programming was created, namely eCraft2Learn. Based on the results of field studies, the measurement of user experience and user interface shows the "bad" category on each scale. Whereas in e-learning, UI/UX is the point of interaction as the key in achieving educational goals. It is necessary to develop UI/UX both in terms of structure and content presentation, collaboration, and interaction so that it can influence student learning and motivation. Thus, the UI/UX development is carried out by applying the four stages of the user-centered design method. After all stages of the method are carried out, it produces a UI/UX design whose value can be measured based on the measurement of user experience and the development of student learning motivation is also measured through four indicators, namely intrinsic motivation, identified regulation, external regulation, and amotivation. From these results, it can be concluded that the UI/UX design that has been developed produces an increased value and has a positive effect on the intrinsic motivation scale and identified regulation. However, the results of this UI/UX design have no influence on the scale of external regulation and motivation
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Silalahi, Mario Rudy, Laureta Mauren Michelli, Hesny Umayasyah, Dika Alim Mu’adin, and Bita Parga Zen. "Evaluasi Heuristik Dan System Usability Scale UI/UX pada Aplikasi “Makan Kuy”." Jurnal Ilmiah Media Sisfo 18, no. 1 (April 30, 2024): 57–67. http://dx.doi.org/10.33998/mediasisfo.2024.18.1.1475.

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Penggunaan teknologi informasi melalui perangkat mobile telah membawa perubahan signifikan dalam sektor industri makanan, khususnya dengan munculnya aplikasi pemesanan makanan. Penelitian ini berfokus pada evaluasi UI/UX aplikasi "Makan Kuy" menggunakan Design Sprint dengan metode System Usability Scale (SUS) dan Heuristic Evaluation. Evaluasi SUS memberikan gambaran kuantitatif mengenai kepuasan dan persepsi pengguna terhadap aplikasi, sedangkan Heuristic Evaluation digunakan untuk mengidentifikasi masalah kegunaan pada antarmuka pengguna. Hasil evaluasi menunjukkan nilai SUS sebesar 75, menandakan kepuasan pengguna yang baik, sementara Heuristic Evaluation menghasilkan severity ratings antara 72-85%, sesuai dengan standar evaluasi. Dengan penerapan Design Sprint, kualitas UI/UX aplikasi "Makan Kuy" berhasil ditingkatkan terutama pada aspek navigasi, pencarian restoran, dan proses pemesanan makanan, yang berdampak positif pada daya tarik aplikasi bagi pengguna. Penelitian ini memberikan wawasan yang penting dalam pengembangan aplikasi serupa untuk memenuhi kebutuhan dinamis pengguna dalam sektor makanan, serta menggarisbawahi pentingnya evaluasi UI/UX dalam meningkatkan pengalaman pengguna secara keseluruhan
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Anshari, Muhammad Rifqi, Adam Prayogo Kuncoro, and Pungkas Subarkah. "DESIGNING UI/UX FOR ELEMENTARY SCHOOL E-LEARNING USING DESIGN THINKING METHOD." JURTEKSI (Jurnal Teknologi dan Sistem Informasi) 10, no. 3 (June 30, 2024): 575–82. http://dx.doi.org/10.33330/jurteksi.v10i3.3177.

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Abstract: Advances in technology and the internet have an impact on various daily activities, including the teaching and learning process. E-learning facilitates flexible learning without being constrained by space and time constraints. With e-learning, subject matter can be delivered consistently and more standardly than conventional learning which depends on the conditions of the teacher or instructor. One school in Banjarnegara Regency faced problems with students who had difficulty in learning, especially English. The learning media owned is limited to package books only. Therefore, schools need to have media that can support the learning process to be more optimal. This study aims to design and test UI/UX e-learning designs that suit the needs of the school using the design thinking method. This UI/UX design is expected to be an effective solution to overcome the limitations of learning media and improve the quality of student learning. Before the UI/UX design is implemented into the system, this study also conducts testing of the UI/UX design to assess its feasibility. Testing using the SUS (System Usability Scale) method resulted in a value of 82 with grade B, so it can be concluded that the design developed in this study is feasible to be deployed into the system and further developed. Keywords: E-learning; design thinking; system usability scale; UI/UX Abstrak: Kemajuan teknologi dan internet berdampak pada berbagai aktivitas sehari-hari, termasuk proses belajar-mengajar. E-learning memfasilitasi pembelajaran yang fleksibel tanpa terkendala oleh batasan ruang dan waktu. Dengan e-learning, materi pelajaran dapat disampaikan secara konsisten dan lebih standar dibandingkan pembelajaran konvensional yang bergantung pada kondisi guru atau instruktur. Salah satu sekolah di Kabupaten Banjarnegara menghadapi permasalahan dengan peserta didik yang kesulitan dalam pembelajaran, khususnya bahasa Inggris. Media pembelajaran yang dimiliki terbatas hanya pada buku paket saja. Oleh karena itu, sekolah perlu memiliki media yang dapat menunjang proses pembelajaran agar lebih optimal. Penelitian ini bertujuan untuk merancang dan menguji desain UI/UX e-learning yang sesuai dengan kebutuhan sekolah tersebut menggunakan metode design thinking. Desain UI/UX ini diharapkan dapat menjadi solusi efektif untuk mengatasi keterbatasan media pembelajaran dan meningkatkan kualitas belajar siswa. Sebelum desain UI/UX diterapkan ke dalam sistem, penelitian ini juga melakukan pengujian terhadap desain UI/UX untuk menilai kelayakannya. Pengujian menggunakan metode SUS (System Usability Scale) menghasilkan nilai 82 dengan grade B, sehingga dapat disimpulkan bahwa desain yang dikembangkan dalam penelitian ini layak untuk dideploy ke dalam sistem dan dikembangkan lebih lanjut. Kata kunci: E-learning; design thinking; system usability scale; UI/UX
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Blanes-Selva, Vicent, Sabina Asensio-Cuesta, Ascensión Doñate-Martínez, Felipe Pereira Mesquita, and Juan M. García-Gómez. "User-centred design of a clinical decision support system for palliative care: Insights from healthcare professionals." DIGITAL HEALTH 9 (January 2023): 205520762211507. http://dx.doi.org/10.1177/20552076221150735.

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Objective: Although clinical decision support systems (CDSS) have many benefits for clinical practice, they also have several barriers to their acceptance by professionals. Our objective in this study was to design and validate The Aleph palliative care (PC) CDSS through a user-centred method, considering the predictions of the artificial intelligence (AI) core, usability and user experience (UX). Methods: We performed two rounds of individual evaluation sessions with potential users. Each session included a model evaluation, a task test and a usability and UX assessment. Results: The machine learning (ML) predictive models outperformed the participants in the three predictive tasks. System Usability Scale (SUS) reported 62.7 ± 14.1 and 65 ± 26.2 on a 100-point rating scale for both rounds, respectively, while User Experience Questionnaire – Short Version (UEQ-S) scores were 1.42 and 1.5 on the −3 to 3 scale. Conclusions: The think-aloud method and including the UX dimension helped us to identify most of the workflow implementation issues. The system has good UX hedonic qualities; participants were interested in the tool and responded positively to it. Performance regarding usability was modest but acceptable.
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Winardi, Michelle, Ahyar Muawwal, and Renny. "REDESIGN UI/UX PADA APLIKASI BCA MOBILE MENGGUNAKAN METODE LEAN UX." KHARISMA Tech 19, no. 1 (November 7, 2023): 153–67. http://dx.doi.org/10.55645/kharismatech.v19i1.444.

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BCA Mobile merupakan aplikasi mobile banking dari PT Bank Central Asia Tbk. yang memungkinkan nasabah untuk melakukan berbagai jenis transaksi perbankan secara digital. UI/UX memegang peran penting dalam kesuksesan sebuah aplikasi karena desain yang baik dapat menciptakan pengalaman pengguna yang positif dan meningkatkan kepuasan pengguna dalam menggunakan aplikasi. Hasil observasi yang dihimpun melalui kolom rating dan review di Play Store dan App Store menujukkan beberapa kendala yang dialami pengguna terkait UI/UX aplikasi BCA Mobile, serta hasil pengujian usability dari penyebaran kuesioner system usability scale (SUS) sebelum redesign kepada 30 responden mendapatkan skor 55,85 dengan rating "Ok". Penelitian ini bertujuan untuk merancang ulang UI/UX pada aplikasi BCA Mobile dan menghasilkan desain baru yang dapat meningkatkan pengalaman dan kepuasan pengguna. Perancangan ulang menggunakan metode Lean UX dengan melalui 4 proses, yakni Declare Assumptions, Create an MVP, Run an Experiment, Feedback and Research. Hasil skor SUS setelah redesign menunjukkan adanya peningkatan skor menjadi 83,48 dengan rating "Excellent". Sehingga dapat disimpulkan bahwa perancangan ulang menggunakan metode Lean UX, dapat menciptakan tampilan yang memenuhi kebutuhan dan harapan pengguna, serta meningkatkan pengalaman dan kepuasan pengguna.
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Galati, Adriano, Lito Kriara, Michael Lindemann, Rea Lehner, and JB Jones. "User Experience of a Large-Scale Smartphone-Based Observational Study in Multiple Sclerosis: Global, Open-Access, Digital-Only Study." JMIR Human Factors 11 (September 11, 2024): e57033. http://dx.doi.org/10.2196/57033.

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Background The Floodlight Open app is a digital health technology tool (DHTT) that comprises remote, smartphone sensor–based tests (daily activities) for assessing symptoms of multiple sclerosis (MS). User acquisition, engagement, and retention remain a barrier to successfully deploying such tools. Objective This study aims to quantitatively and qualitatively investigate key user experience (UX) factors associated with the Floodlight Open app. Methods Floodlight Open is a global, open-access, digital-only study designed to understand the drivers and barriers in deploying a DHTT in a naturalistic setting without supervision and onboarding by a clinician. Daily activities included tests assessing cognition (Information Processing Speed and Information Processing Speed Digit–Digit), hand-motor function (Pinching Test and Draw a Shape Test), and postural stability and gait (Static Balance Test, U-Turn Test, and Two-Minute Walk Test [2MWT]). All daily activities except the 2MWT were taken in a fixed sequence. Qualitative UX was studied through semistructured interviews in a substudy of US participants with MS. The quantitative UX analysis investigated the impact of new UX design features on user engagement and retention in US participants for 3 separate test series: all daily activities included in the fixed sequence (DA), all daily activities included in the fixed sequence except the Static Balance Test and U-Turn Test (DAx), and the 2MWT. Results The qualitative UX substudy (N=22) revealed the need for 2 new UX design features: a more seamless user journey during the activation process that eliminates the requirement of switching back and forth between the app and the email that the participants received upon registration, and configurable reminders and push notifications to help plan and remind the participants to complete their daily activities. Both UX design features were assessed in the quantitative UX analysis. Introducing the more seamless user journey (original user journey: n=608; more seamless user journey: n=481) improved the conversion rate of participants who enrolled in the study and proceeded to successfully activate the app from 53.9% (328/608) to 74.6% (359/481). Introducing reminders and push notifications (with reminders and notifications: n=350; without reminders and notifications: n=172) improved continuous usage time (proportion of participants with ≥3 consecutive days of usage: DA and DAx: ~30% vs ~12%; 2MWT: ~30% vs ~20%); test completion rates (maximum number of test series completed: DA: 279 vs 64; DAx: 283 vs 126; 2MWT: 302 vs 76); and user retention rates (at day 30: DA: 53/172, 30.8% vs 34/350, 9.7%; DAx: 53/172, 30.8% vs 60/350, 17.1%; 2MWT: 39/172, 22.6% vs 22/350, 6.2%). Inactivity times remained comparable. Conclusions The remote assessment of MS with DHTTs is a relatively nascent but growing field of research. The continued assessment and improvement of UX design features can play a crucial role in the successful long-term adoption of new DHTTs.
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Angkotasan, Muhamad Arabi Rizki, Aris Wahyu Murdiyanto, Arif Himawan, and Fajar Syahruddin. "Desain User Interface Dan User Experience Prototype Mobile Learning Menggunakan Metode Design Thinking Metode Design Thinking." Teknomatika: Jurnal Informatika dan Komputer 16, no. 2 (December 8, 2023): 90–101. http://dx.doi.org/10.30989/teknomatika.v16i2.1254.

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Abstract - Do Up uses the website as online learning. users complain about the accessibility of the website with some minimal features and an unattractive UI when accessed via a smartphone will make the UX limited and will limit user interaction in using Do Up. Designing UI and UX prototypes of mobile learning at startup Do Up, using the design thinking method to solve problems and find the right solution according to the user's wishes. The author applies design thinking in this research. The author makes an illustration in the form of a Do Up mobile learning UI design that is in accordance with user needs and provides the design to Do Up stakeholders. In SEQ there are 4 scales given by users, namely 4.5, 6 and 7 scale. Most users give a 7 scale on the UI/UX design of the Do Up mobile learning prototype. On SUS which shows that the final score is 87 It means that the prototype has been well received by the users. The author has applied design thinking which consists of empathize, define, ideate, prototype and test stages in this study.
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Naomi Ajamsaru, Sary D. E. Paturusi, and Virginia Tulenan. "Analisis UI/UX Pada Website Program Studi Teknik Informatika Menggunakan Metode System Usability Scale." Jurnal Teknik Informatika 19, no. 01 (January 13, 2024): 45–50. http://dx.doi.org/10.35793/jti.v19i01.51375.

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Usability juga bermanfaat sebagai salah satu faktor yang boleh dapat mempengaruhi pada pencapaian suatu Website. Pemakai Website akan membutuhkan kenyamanan maupun kepuasan untuk memperoleh suatu pengalaman yang baik saat Kerjasama tertentu dengan sistem atau produk. Tentunya sangat berguna penting jika memiliki User Interface /User Experience (UI/UX) yang bagus. Karena pada dasarnya User Experience (UI/UX) merupakan suatu bagian komponen yang penting, pengguna juga berinteraksi dengan bagian sistem terus merasakan kemudahan dengan efektif. Penelitian ini pun dapat dimaksudkan untuk menganalisa pengalaman pada pengguna website fatek informatika dengan mengunakan cara/metode kuesioner SUS. SUS ini sangat cocok dipakai supaya lebih efektif dan efisien juga bisa mampu memberikan soal kepuasan segi suatu sistem sangat subjektif maka proses tahapan evaluasi dan analisis memiliki juga singkat. Dari hasil penelitian pun menunjuk akan Analisa User Experience (UX) di Wesite Program Studi Informatika Universitas Sam Ratulangi dapat dibuat dalam mengevaluasi Usability , itu pun berdasarkan dengan pengalaman pengguna sesuai dengan perhitungan, juga pengujian kuesioner dari hasil perhitungan dan pengujian tersebu. Website Fatek Informatika juga termasuk dan dikategorikan dalam Acceptable.
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Dissertations / Theses on the topic "UX scale"

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Zhang, Jing, and Vlad Vamoș. "How does the UX Design of video conferencing software affect student engagement in online education?" Thesis, Jönköping University, JTH, Avdelningen för datateknik och informatik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-53164.

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Even before the spread of COVID-19 video conferencing software has seen a steady rise in use. Due to their convenient way of offering a way of seeing the other participants live while talking to them, it is quite easy to see why this kind of software became more and more used throughout the years. Now, during the pandemic, video conferencing software is more used than ever before, especially in learning environments. Nevertheless, studies show that student engagement is rather low with university students who take part in online learning. Throughout this paper, we venture into discovering the reasons behind this lack of engagement and how it can be improved from a User Experience Design standpoint. With findings resulted from several previous studies and identified student problems and needs from those papers we created a prototype to test which features and design elements affected student engagement.
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Lagasse, Marine. "Explorations de méthodes pour la connaissance et la caractérisation de l’expérience personnelle des visiteurs non guidés au musée : Vers le développement de nouveaux outils d’analyse." Electronic Thesis or Diss., Valenciennes, Université Polytechnique Hauts-de-France, 2024. http://www.theses.fr/2024UPHF0012.

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Les études de réception des expositions se situent au cœur des préoccupations muséales relatives à la mission de diffusion des savoirs. Aujourd’hui, le concept d’expérience de visite concentre une série de questions centrales à ce sujet : Que font les visiteurs pendant leur parcours de visite libre ? Par quels moyens se mettent-ils en lien avec le contenu d’exposition ? Capturer l’expérience au plus près de ce que vivent les visiteurs in situ présente cependant des défis méthodologiques importants.Cette recherche s’appuie sur des méthodes d’enquête innovantes développées au cours des dernières décennies et plus particulièrement sur REMIND qui a fait converger leurs acquis méthodologiques. Cette méthode d’entretien utilise le rappel stimulé pour aider les visiteurs à produire des descriptions fines de leur activité in situ. Néanmoins, comme son cadre d’analyse s’attache à saisir avec profondeur et précision l’expérience de chacun des enquêtés, il rend compliqué le traitement et le recoupement d’une quantité importante de ces données verbatims. La présente recherche a pour objectif d’aider au dépassement de ce frein méthodologique. Elle propose d’explorer différentes méthodes d’enquête et d’analyse pour faciliter le recueil et l’examen systématique d’un grand volume de données portant sur l’expérience de visite. À termes, ces outils méthodologiques ont pour visée de servir à des analyses comparatives permettant de repérer, dans l’activité des visiteurs, des tendances communes et des spécificités dues à certains environnements d’exposition ou contextes de visite.La thèse comprend deux voies de recherche structurées autour de quatre études portant sur l’expérience des visiteurs dans des musées belges et français. La première voie explore les moyens de caractériser l’expérience de visite à partir des construits personnels des visiteurs. L’étude n°1 aborde la formalisation d’une méthode d’entretien hybride, REMIND-Contrast, pour faire émerger les construits personnels relatifs à une visite. Les études n°2 et n°3 proposent d’utiliser ces construits comme items de questionnaire et testent une première échelle VX (Visitor eXperience) pour mesurer l’expérience. La seconde voie concerne l’étude n°4 qui met en œuvre une méthode d’analyse alternative au cadre de REMIND pour examiner un corpus étendu d’entretiens. Cette étude interroge l’activité des visiteurs pour identifier des formes d’engagements typiques envers le contenu expositionnel.Cette recherche déploie une démarche interdisciplinaire pour l’exploration de méthodes d’enquête de terrain et l’essai d’outils d’analyse, tant qualitatifs que quantitatifs, qui permettent finalement de caractériser l’expérience personnelle de visite et d’en expliciter les phénomènes liés. Elle propose entre autres de premiers indicateurs quantitatifs pour mesurer l’expérience de visite en fonction d’aspects déterminants pour les visiteurs. Ainsi, à travers les perspectives offertes pour la connaissance de l’expérience de visite, les résultats de cette recherche peuvent également servir à nourrir les réflexions sur l’évaluation et la conception d’expositions et des dispositifs de médiation
Exhibition reception studies are at the heart of the museum's knowledge-sharing mission. Today, the concept of the visitor experience brings together a series of central questions on this subject: what do visitors do during their self-guided visit? How do they connect with the exhibition content? Capturing the experience as closely as possible to what visitors live in situ presents however major methodological challenges.This research is based on innovative survey methods developed over the last decades, and more particularly on REMIND, which brings together their methodological assets. REMIND is an interview method that uses the stimulated recall technique to help visitors to produce detailed descriptions of their activity in situ. Nevertheless, as the REMIND analytical framework is designed to capture the experience of each of the visitors interviewed in depth and detail, this makes it difficult to process and cross-check a large number of verbatim data. The aim of this research is to help overcome this methodological obstacle. It proposes to explore different survey and analysis methods to facilitate the systematic collection and examination of a high volume of data relating to the visiting experience. Ultimately, these methodological tools are intended to be used for comparative analyses to identify common trends in visitor activity, as well as specificities due to certain exhibition environments or visit contexts.The thesis comprises two lines of research structured around four studies focusing on the visitor experience in Belgian and French museums. The first line explores means of characterising the visitor experience based on visitors' personal constructs. Study 1 deals with the formalisation of a hybrid interview method, REMIND-Contrast, to bring out the personal constructs relating to an exhibition visit. Studies 2 and 3 propose to use these constructs as questionnaire items and test an early VX scale (Visitor eXperience) to measure the experience. The second line concerns Study 4, which uses an alternative analysis method to the REMIND framework to examine an extended corpus of interviews. This study examines visitors' activities in order to identify typical forms of engagement with exhibits.This research deploys an interdisciplinary approach to exploring field survey methods and testing analytical tools, both qualitative and quantitative, which ultimately serve to characterise the visitor experience and clarify the related phenomena. Among other things, it proposes some initial quantitative indicators to measure the visit experience in terms of key aspects for visitors. Therefore, through the perspectives offered for understanding the visitor experience, the results of this research can also nourish reflections on the evaluation and design of exhibitions and mediation devices
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(8803076), Jordan M. McGraw. "Implementation and Analysis of Co-Located Virtual Reality for Scientific Data Visualization." Thesis, 2020.

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Advancements in virtual reality (VR) technologies have led to overwhelming critique and acclaim in recent years. Academic researchers have already begun to take advantage of these immersive technologies across all manner of settings. Using immersive technologies, educators are able to more easily interpret complex information with students and colleagues. Despite the advantages these technologies bring, some drawbacks still remain. One particular drawback is the difficulty of engaging in immersive environments with others in a shared physical space (i.e., with a shared virtual environment). A common strategy for improving collaborative data exploration has been to use technological substitutions to make distant users feel they are collaborating in the same space. This research, however, is focused on how virtual reality can be used to build upon real-world interactions which take place in the same physical space (i.e., collaborative, co-located, multi-user virtual reality).

In this study we address two primary dimensions of collaborative data visualization and analysis as follows: [1] we detail the implementation of a novel co-located VR hardware and software system, [2] we conduct a formal user experience study of the novel system using the NASA Task Load Index (Hart, 1986) and introduce the Modified User Experience Inventory, a new user study inventory based upon the Unified User Experience Inventory, (Tcha-Tokey, Christmann, Loup-Escande, Richir, 2016) to empirically observe the dependent measures of Workload, Presence, Engagement, Consequence, and Immersion. A total of 77 participants volunteered to join a demonstration of this technology at Purdue University. In groups ranging from two to four, participants shared a co-located virtual environment built to visualize point cloud measurements of exploded supernovae. This study is not experimental but observational. We found there to be moderately high levels of user experience and moderate levels of workload demand in our results. We describe the implementation of the software platform and present user reactions to the technology that was created. These are described in detail within this manuscript.
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Books on the topic "UX scale"

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McAllister, Graham. User experience maturity levels. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0005.

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As user experience (UX) research in game development becomes more established, many studios are now incorporating UX practices within their studio. However, the maturity level of UX within a studio can vary widely, from those who are hostile towards UX up to those who embrace UX at all levels in the organization. This chapter is for both game developers and Games User Researchers who are interested in assessing where they currently are on a UX maturity scale, and also keen to understand what more could be done to become more player-focused.
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Book chapters on the topic "UX scale"

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Zaman, Bieke. "Introducing a Pairwise Comparison Scale for UX Evaluations with Preschoolers." In Human-Computer Interaction – INTERACT 2009, 634–37. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03658-3_68.

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Wu, Emma, Zhiyuan Wu, Yilan Zhang, and Shengbin Zhu. "Practice of UX Design’s Scale Improvement Under Multi-product Line Enterprises." In Cross-Cultural Design, 260–84. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-35939-2_20.

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Nakamura, Takashi, Kazunori Miyata, Haruki Yamamoto, and Hisashi Sato. "A Study on Scale Construction of Adjective Pairs for Evaluating Audiovisual Effects in Video Games." In Design, User Experience, and Usability: UX Research and Design, 278–91. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-78221-4_19.

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Macedo, Vanessa, and Caio Marcio Silva. "Building a Semantic Differential Scale as Tool for Assisting UX Evaluation with Home Appliances." In Design, User Experience, and Usability. Theories, Methods, and Tools for Designing the User Experience, 308–17. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07668-3_30.

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Zhang, Mingkun, Zhijun Xu, Qiuxia Yang, and Dongyu Zhang. "MS UX-Net: A Multi-scale Depth-Wise Convolution Network for Medical Image Segmentation." In Pattern Recognition and Computer Vision, 357–68. Singapore: Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-8469-5_28.

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Prati, Elisa, Simone Borsci, Margherita Peruzzini, and Marcello Pellicciari. "A Systematic Literature Review of User Experience Evaluation Scales for Human-Robot Collaboration." In Advances in Transdisciplinary Engineering. IOS Press, 2022. http://dx.doi.org/10.3233/atde220627.

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In the last decade, the field of Human-Robot Collaboration (HRC) has received much attention from both research institutions and industries. Robot technologies are in fact deployed in many different areas (e.g., industrial processes, people assistance) to support an effective collaboration between humans and robots. In this transdisciplinary context, User eXperience (UX) has inevitably to be considered to achieve an effective HRC, namely to allow the robots to better respond to the users’ needs and thus improve the interaction quality. The present paper reviews the evaluation scales used in HRC scenarios, focusing on the application context and evaluated aspects. In particular, a systematic review was conducted based on the following questions: (RQ1) which evaluation scales are adopted within the HRI scenario with collaborative tasks?, and (RQ2) how the UX and user satisfaction are assessed?. The records analysis highlighted that the UX aspects are not sufficiently examined in the current HRC design practice, particularly in the industrial field. This is most likely due to a lack of standardized scales. To respond to this recognized need, a set of dimensions to be considered in a new UX evaluation scale were proposed.
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López, Eduardo Emmanuel Rodríguez, Jean Sandro Chery, Teresita de Jesús Álvarez Robles, and Francisco Javier Álvarez Rodríguez. "Hedonic Utility Scale (HED/UT) Modified as a User Experience Evaluation Method of Performing Talkback Tutorial for Blind People." In Advances in Systems Analysis, Software Engineering, and High Performance Computing, 62–77. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-5225-8539-8.ch005.

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Hedonic utility scale is a user experience (UX) evaluation method that, through a questionnaire, collects the hedonic and utilitarian dimensions of a product by rating items belonging to each dimension. In this chapter, it is proposed to adapt this method for its application with blind users using the Google TalkBack tutorial as a case study. Based on Nielsen's heuristics, five blind users rated the tutorial after completing each of its five tasks. To ensure inclusiveness in the adaptation of the method, this could be answered verbally and with the use of cards written in Braille, while, for questions of practicality in the evaluation, the number of items was reduced as well as changed the way of scoring (scale and equations) with respect to the original HED/UT. The scale of grades was ranked from 1 (very little) to 5 (quite), getting TalkBack scores between 4 and 5. The results show that the TalkBack tutorial is generally well accepted and well rated by users in both dimensions (hedonic and utility).
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Conference papers on the topic "UX scale"

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Krout, Kelly, Juan Pablo Carrascal, and Travis Lowdermilk. "Lean UX research at scale." In MuC'20: Mensch und Computer 2020. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3404983.3405587.

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Carrascal, Juan Pablo, Kelly Krout, Jacob Freiberg, and Irina Smoke. "Gamifying UX Research at Scale." In CHI PLAY '19: The Annual Symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3341215.3354646.

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Hillman, Serena, Samira Jain, Craig M. Macdonald, Elizabeth F. Churchill, Carolyn Pang, Jofish Kaye, and Erick Oduor. "Understanding and Evaluating UX Outcomes at Scale." In CSCW '23: Computer Supported Cooperative Work and Social Computing. New York, NY, USA: ACM, 2023. http://dx.doi.org/10.1145/3584931.3611292.

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Gao, Zhijun, Wenxi Du, Defeng Li, and Jingsong Yu. "Development of a UX Scale for Technical Communication." In 2024 IEEE International Professional Communication Conference (ProComm). IEEE, 2024. http://dx.doi.org/10.1109/procomm61427.2024.00051.

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Kwon, Kimin, and Sung H. Han. "Using Linear Regression to Investigate the Relationship Between User Experience and UX Components in Cryptocurrency Wallets." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003229.

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This study investigated the relationship between User Experience (UX) and UX components in cryptocurrency wallets. A user evaluation experiment was conducted on two selected cryptocurrency wallets, CoinUS and D’CENT, using 32 individuals with no prior experience. Participants were asked to perform tasks such as creating and restoring a cryptocurrency wallet and receiving and sending cryptocurrency. After each task, participants evaluated the overall UX and UX components, including usability, affect, sociability, social value, economic value, and trust, on a 101-point scale. Linear regression analysis was used to determine the relationship between UX and UX components. The results show that usability and trust are the key independent variables that affect UX, better usability leads to better UX, and a higher level of trust in the service offered also contributes to better UX.
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Shulman, S., and V. Grinin. "Modeling of UX Ori Stars Eclipses." In ASTRONOMY AT THE EPOCH OF MULTIMESSENGER STUDIES. Proceedings of the VAK-2021 conference, Aug 23–28, 2021. Crossref, 2022. http://dx.doi.org/10.51194/vak2021.2022.1.1.069.

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Eclipses of UX Ori stars by compact gas-dust clouds and large-scale circumstellar disk perturbations are modeled. A flareddisk and a disk with a puffing-up in the dust sublimation zone are considered. It is shown that these models are able toexplain a number of the observed features of eclipses that cannot be obtained when a star with a flared disk is eclipsed bya compact gas-dust cloud.
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Danielsson, Karin, and Patrik Björnfot. "A semantic scale for evaluating the UX of a MRP system." In ECCE 2017: European Conference on Cognitive Ergonomics 2017. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3121283.3121418.

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Fathiyyah, Dinda, Muhammad Difa Sulthon Diani, Zuyina Ayuning Saputri, and Sunardi. "Usability Evaluation on Life Insurance Application Using System Usability Scale and ISO 9241-11." In 2022 8th International HCI and UX Conference in Indonesia (CHIuXiD). IEEE, 2022. http://dx.doi.org/10.1109/chiuxid57244.2022.10009774.

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Sciannamè, Martina. "AIXE. Building a scale to evaluate the UX of AI-infused products." In IASDR 2023: Life-Changing Design. Design Research Society, 2023. http://dx.doi.org/10.21606/iasdr.2023.355.

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Eberleh, Edmund, and Fazlul Hoque. "Orchestration of ux methods as critical success factor in large scale software developments." In the 2011 annual conference extended abstracts. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/1979742.1979680.

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