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1

Rusu, Cristian, Virginica Rusu, Silvana Roncagliolo, and Carina González. "Usability and User Experience." International Journal of Information Technologies and Systems Approach 8, no. 2 (July 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, and Selina Demi. "User Experience in Social Robots." Sensors 21, no. 15 (July 26, 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, and Joy Robinson. "User Experience Methods in Research and Practice." Journal of Technical Writing and Communication 51, no. 4 (October 2021): 350–79. http://dx.doi.org/10.1177/00472816211044499.

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User experience (UX) researchers in technical communication (TC) and beyond still need a clear picture of the methods used to measure and evaluate UX. This article charts current UX methods through a systematic literature review of recent publications (2016–2018) and a survey of 52 UX practitioners in academia and industry. Our results indicate that contemporary UX research favors mixed methods, and that usability testing is especially popular in both published research and our survey results. This article presents these findings as a snapshot of contemporary research methods for UX.
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Zaharias, Panagiotis, Christos Gatzoulis, and Yiorgos Chrysanthou. "Exploring User Experience While Playing Educational Games." International Journal of Gaming and Computer-Mediated Simulations 4, no. 4 (October 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, and Marcelo Soares. "Using Virtual Reality to Assess User Experience." Human Factors: The Journal of the Human Factors and Ergonomics Society 54, no. 6 (November 6, 2012): 964–82. http://dx.doi.org/10.1177/0018720812465006.

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Objective: The aim of this article is to discuss how user experience (UX) evaluation can benefit from the use of virtual reality (VR). Background: UX is usually evaluated in laboratory settings. However, considering that UX occurs as a consequence of the interaction between the product, the user, and the context of use, the assessment of UX can benefit from a more ecological test setting. VR provides the means to develop realistic-looking virtual environments with the advantage of allowing greater control of the experimental conditions while granting good ecological validity. Method: The 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, and Rathindra Chandra Gope. "Dynamics of User Experience (UX)." International Journal of Computer Applications 81, no. 16 (November 22, 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, 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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Kocaballi, Ahmet Baki, Liliana Laranjo, and Enrico Coiera. "Understanding and Measuring User Experience in Conversational Interfaces." Interacting with Computers 31, no. 2 (March 1, 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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9

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

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Elevators enable people and goods to be transported to great heights at substantial speeds.The feats required technologically for suspension, movement, controls and safety are no less than remarkable. This is increasingly so when considering the competing new heights of skyscrapers. Although technological accomplishments are becoming ever more extraordinary, for the sake of those using the technologies, there is also the need to counter this remarkableness and consider the unremarkable as an experiential design goal. Discourse in user experience (UX) has mainly focused on designing for 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, and Constantine Stephanidis. "User Experience Evaluation in Intelligent Environments: A Comprehensive Framework." Technologies 9, no. 2 (May 25, 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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ABDUL GHANI, MOHAMAD SHAHFIK AFENDI, and SYADIAH NOR WAN SHAMSUDDIN. "DEFINITIONS AND CONCEPTS OF USER EXPERIENCE (UX): A LITERATURE REVIEW." International Journal of Creative Future and Heritage (TENIAT) 8, no. 1 (March 31, 2020): 130–43. http://dx.doi.org/10.47252/teniat.v8i1.292.

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Kefahaman berkenaan konsep pengalaman pengguna (UX) adalah berbeza bagi setiap individu bergantung kepada latar belakang seseorang dan daripada industri mana mereka dikaitkan. ia juga dipengaruhi oleh latar belakang dan minat pengkaji itu sendiri. Kepelbagaian versi berkenaan konsep UX ini akan mengelirukan pembaca yang kurang berpengalaman. Selain itu, sehingga kini sesetengah pengkaji bersetuju bahawa UX dan Kebolehgunaan (Usability) tidak mempunyai perbezaan asas yang jelas terutamanya dalam kaedah pengukurannya. Oleh yang demikian, tujuan penulisan ini adalah untuk mengkaji dan mendedahkan definisi dan konsep UX secara komprehensif. Penulisan ini bermula dengan mengenalpasti elemen-elemen UX yang ditemui di dalam penulisan kajian-kajian terdahulu dan seterusnya mengetengahkan perbezaan di antara konsep UX dan Kebolehgunaan (Usability). Berdasarkan kajian literatur, penulisan ini mencadangkan bahawa pengukuran UX boleh dibuat berdasarkan elemen-elemen UX seperti Kebolehgunaan (Usability), Nilai (Value) dan Relevan, Kebolehcapaian (Accessibility), Kemudah gunaan (Ease of Use), Kualiti Hedonic dan Pragmatic, dan Daya Tarikan/ Estetik. Kesimpulannya, UX merupakan lanjutan daripada konsep Kebolehgunaan (Usability) yang melangkaui Keberkesanan (Effectiveness), Kecekapan (Efficiency) dan Kepuasan (Satisfaction). Oleh yang demikian, UX adalah sesuatu yang berkaitan dengan persepsi manusia yang mana bertindak balas terhadap produk, sistem atau servis apabila pengguna mengambil bahagian atau menggunakannya. Different people have different understandings of the User Experience (UX) concepts depending on the background of the people and from which industries they are associated to. It is also influenced by the background and interest of the researchers itself. This various versions of UX concept could confuse naïve readers. Moreover, some researchers also agreed that there is vague differences between UX and Usability particularly in their method of measurements.. Therefore, the objective of this paper is to investigate and synthesis on the definition and concepts of UX comprehensively. This paper begins with the identification of the commonly mentioned elements of UX elements in the published research papers and then followed by the differences between the concepts of UX and Usability.. Based on the literature investigation this paper proposes that UX evaluation should consider the UX elements that include Usability, Value and Relevance, Accessibility, Ease of use, Hedonic and Pragmatic Quality, and Visual attractiveness/ Aesthetic. In additional, UX aspect is an extension to the usability concept which is beyond the Effectiveness, Efficiency and Satisfaction. As a conclusion, UX is something to do with human perceptions which responses towards the product, system or service when they have participated with or used it.
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Abuaddous, Hayfa Y., Ashraf Mousa Saleh, Odai Enaizan, Fahad M. Ghabban, and Anas Bassam Al-Badareen. "Automated User Experience (UX) Testing for Mobile Application: Strengths and Limitations." International Journal of Interactive Mobile Technologies (iJIM) 16, no. 04 (February 28, 2022): 30–45. http://dx.doi.org/10.3991/ijim.v16i04.26471.

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User Experience (UX) evaluation has a significant importance for any interactive application. Mobile device applications have additional limitations to convey good user experiences (UX) due to the usage and features of mobile devices in ubiquitous computing contexts. There are a lot of automated tools available for evaluating, such applications particularly developed for Android and iOS. Automated UX evaluation provides a number of strengths which are able to overcome the limitations of non-automated (moderated) counterparts. Automated UX evaluation is regarded as unexplored field, especially when it is adopted for the UX evaluation of complex mobile application. Despite these, automated UX evaluation tools are unexplored and should only be used in coupling with traditional UX evaluation techniques. Hence, this study aims to discuss the literature in automated UX evaluation and to highlight the UX measurements that merit further investigation. This paper presents the most frequently used automated UX evaluation tools for mobile applications. Therefore, the study analyzes existing automated UX tools and frameworks and identifies which UX attributes and measurements of automated UX evaluation are likely to be of use in future research. Moreover, we discuss the strengths and limitations of automated UX evaluation methods for mobile applications. Finally, the paper provides an overview of automated UX evaluation techniques and tools. It also presents the strengths and limitations for comparing various evaluation methods.
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Wongso, Karina, and Wulan Purnama Sari. "Analisa UX Writing terhadap User Experience pada Pengguna Aplikasi Grab." Prologia 4, no. 1 (February 25, 2020): 1. http://dx.doi.org/10.24912/pr.v4i1.6415.

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The high interest of Grab users can be seen from the success of a UX Writer in creating User Experience. User Experience assesses how satisfied someone is with products, systems and services. This research has a purpose to find out the effect of UX Writing that has been done by the UX Writer in Grab application to the User Experience. The theories that are used such as Brand, Branding, User Experience, and UX Writing. The method that is used is quantitative research with the survey method. The sampling technique that is used by the authors is the Non-probability Sampling with the Purposive Sampling. The total of samples is 100 respondents. Data collection method that is used is a questionnaire of Google forms that are distributed directly or online. The research phase was carried out by using a pre-test to 30 respondents, then doing a post-test to 100 respondents. The results of data processing indicate that there is an influence of the UX Writing (X) on the User Experience (Y). The most influential dimension on UX Writing (X) is visual, while the most influential dimension on User Experience (Y) is branding. Tingginya minat pengguna Grab terlihat dari keberhasilan seorang UX Writer dalam menciptakan User Experience. User Experience menilai seberapa puas seseorang terhadap produk, sistem, dan jasa. Penelitian ini bertujuan untuk mengetahui pengaruh dari UX Writing yang dilakukan oleh UX Writer aplikasi Grab terhadap User Experience kepada pengguna aplikasi Grab. Teori yang digunakan dalam penelitian ini adalah Brand, Branding, User Experience, dan UX Writing. Metode penelitian yang digunakan adalah pendekatan penelitian kuantitatif dengan metode survei. Teknik pengambilan sampel yang digunakan penulis dalam penelitian ini adalah teknik Non-probability Sampling dengan pendekatan Purposive Sampling. Pada penelitian ini, penulis menetapkan jumlah sampel sebanyak 100 responden. Tahap penelitian yang dilakukan adalah dengan menggunakan pre-test kepada 30 responden, kemudian melakukan post-test kepada 100 responden. Hasil pengolahan data menunjukkan bahwa terdapat pengaruh dari variabel UX Writing (X) terhadap variabel User Experience (Y) pada pengguna aplikasi Grab. Dimensi yang paling berpengaruh pada variabel UX Writing (X) adalah visual, sedangkan dimensi yang paling berpengaruh pada variabel User Experience (Y) adalah branding.
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Cheng, Fangmin, Suihuai Yu, Shengfeng Qin, Jianjie Chu, and Jian Chen. "User experience evaluation method based on online product reviews." Journal of Intelligent & Fuzzy Systems 41, no. 1 (August 11, 2021): 1791–805. http://dx.doi.org/10.3233/jifs-210564.

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Evaluating the quality of the user experience (UX) of existing products is important for new product development. Conventional UX evaluation methods, such as questionnaire, have the disadvantages of the great subjective influence of investigators and limited number of participants. Meanwhile, online product reviews on e-commerce platforms express user evaluations of product UX. Because the reviews objectively reflect the user opinions and contain a large amount of data, they have potential as an information source for UX evaluation. In this context, this study explores how to evaluate product UX through using online product reviews. A pilot study is conducted to define the key elements of a review. Then, a systematic method of product UX evaluation based on reviews is proposed. The method includes three parts: extraction of key elements, integration of key elements, and quantitative evaluation based on rough number. The effectiveness of the proposed method is demonstrated by a case study using reviews of a wireless vacuum cleaner. Based on the proposed method, designers can objectively evaluate the UX quality of existing products and obtain detailed suggestions for product improvement.
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Massis, Bruce. "The user experience (UX) in libraries." Information and Learning Science 119, no. 3/4 (March 12, 2018): 241–44. http://dx.doi.org/10.1108/ils-12-2017-0132.

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Purpose The purpose of this paper is to review the library’s expanded role into its engagement with the user experience (UX). Design/methodology/approach Literature review and commentary on this topic that has been addressed by professionals, researchers and practitioners. Findings Although UX is constantly expanding its focus, in actively paying close attention to its users’ unique and distinctive requirements, libraries can react more effectively in serving its patrons with a realistic and sensible set of options for the programs and services developed to satisfy the user’s changing needs and expectations. Originality/value The value in exploring this topic is to present a snapshot of several of the elements used by libraries in their efforts to understand and react to its patrons’ needs through its strategies deployed in support of the user experience.
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Law, Effie Lai-Chong, Paul van Schaik, and Virpi Roto. "Attitudes towards user experience (UX) measurement." International Journal of Human-Computer Studies 72, no. 6 (June 2014): 526–41. http://dx.doi.org/10.1016/j.ijhcs.2013.09.006.

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Alenljung, Beatrice, Jessica Lindblom, Rebecca Andreasson, and Tom Ziemke. "User Experience in Social Human-Robot Interaction." International Journal of Ambient Computing and Intelligence 8, no. 2 (April 2017): 12–31. http://dx.doi.org/10.4018/ijaci.2017040102.

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Socially interactive robots are expected to have an increasing importance in human society. For social robots to provide long-term added value to people's lives, it is of major importance to stress the need for positive user experience (UX) of such robots. The human-centered view emphasizes various aspects that emerge in the interaction between humans and robots. However, a positive UX does not appear by itself but has to be designed for and evaluated systematically. In this paper, the focus is on the role and relevance of UX in human-robot interaction (HRI) and four trends concerning the role and relevance of UX related to socially interactive robots are identified, and three challenges related to its evaluation are also presented. It is argued that current research efforts and directions are not sufficient in HRI research, and that future research needs to further address interdisciplinary research in order to achieve long-term success of socially interactive robots.
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APRAIZ IRIARTE, AINHOA, GANIX LASA ERLE, and MAITANE MAZMELA ETXABE. "EVALUATING USER EXPERIENCE WITH PHYSIOLOGICAL MONITORING: A SYSTEMATIC LITERATURE REVIEW." DYNA NEW TECHNOLOGIES 8, no. 1 (April 12, 2021): [20 p.]. http://dx.doi.org/10.6036/nt10072.

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ABSTRACT: User Experience (UX) is a key factor and an opportunity for improvement in digital interfaces. Traditionally, it has been evaluated retrospectively through surveys and interviews. However, this is not always the optimal approach, as it does not measure UX at the moment of human-machine interaction and is therefore prone to human error due to inaccurate recall. Thus, physiological monitoring is emerging as a promising technique to assess UX during interactions. This paper aims to identify UX case studies carried out with physiological monitoring by means of a Systematic Literature Review (SLR). The results of the 33 UX case studies reviewed show that interest in incorporating physiological technologies in UX studies is growing and expanding into different fields. The electroencephalogram (EEG) was found to be the most used physiological tool, and the most used set of tools was the Galvanic Skin Response (GSR) with the electrocardiogram (ECG). In addition, the average number of participants was obtained depending on the physiological tool used. The research opportunities identified are: 1) the combination of different methods and tools in the assessment of UX, and 2), the validation of a sample size for UX tests performed with physiological monitoring Keywords: User Experience (UX), evaluation, Systematic Literature Review (SLR), physiological monitorization
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Lee, Hee-Jin, Joon-Sang Lee, Eunkyoung Jee, and Doo-Hwan Bae. "A User eXperience Evaluation Framework for Mobile Usability." International Journal of Software Engineering and Knowledge Engineering 27, no. 02 (March 2017): 235–79. http://dx.doi.org/10.1142/s0218194017500097.

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The worldwide mobile software market has grown dramatically since feature phones became popular in the early 1990s. In practice, mobile usability — which can be defined for a resource-constrained device in two ways, namely, User eXperience (UX) and User Interface (UI) — has been regarded as the key to gaining superiority in terms of both market share and customer loyalty. Unfortunately, de facto standards for software design and the development process, such as Unified Modeling Language (UML) and Rational Unified Process (RUP), do not seem to promote mobile usability in a systematic manner in practice. This paper proposes a systematic and generalizable approach to modeling and evaluating the properties of mobile usability, herein treating it as a first-class software quality from the perspective of software engineering. We devise a UX evaluation framework for mobile usability, which we call UX Evaluation Framework (UEF) throughout this paper. A UX is specified by inter-scene interactions between users and terminals of software products using Extended Menu Navigation Viewpoints (EMNVs); then, a model checker, NuSMV, is adopted to observe whether the EMNV model meets a set of given UX properties. Importantly, the analysis and design of RUP is extended to support the co-design of UX and UI so that major roles, activities and artifacts in the UX and UI can be explicitly monitored and controlled by stakeholders. Through case studies, we demonstrate that UEF works properly to treat software products that prioritize mobile usability. Consequently, UEF plays a key role in filling the gap between two research disciplines to address usability: software engineering and human–computer interactions.
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Valencia, Katherine, Cristian Rusu, and Federico Botella. "User Experience Factors for People with Autism Spectrum Disorder." Applied Sciences 11, no. 21 (November 8, 2021): 10469. http://dx.doi.org/10.3390/app112110469.

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Autism Spectrum Disorder (ASD) is a condition characterized by difficulties with social interaction and communication. Studies show that people with ASD tend to enjoy using technology, as it provides them with a safe and trustworthy environment. Evaluating User eXperience (UX) in people with disabilities has been a challenge that studies have addressed in recent times. Several studies have evaluated the usability and UX of systems designed for people with ASD using evaluation methods focused on end users without disabilities. In reviewing studies that evaluate systems designed for people with ASD, considering the characteristics of these users, we discovered a lack of particularized UX models. We present a proposal of nine UX factors for people with ASD based on two approaches: (1) the characteristics, affinities, and needs of people with ASD, and (2) design guidelines and/or recommendations provided in studies on technological systems for people with ASD and/or interventions with these users. The nine UX factors for people with ASD provide a theoretical basis from which to adapt and/or create UX evaluation instruments and methods and to generate recommendations and/or design guidelines that are adequate for this context.
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Sosa-Tzec, Omar. "User experience delight from the designer’s perspective." Avances en Interacción Humano-Computadora, no. 1 (October 31, 2018): 22. http://dx.doi.org/10.47756/aihc.y3i1.37.

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UX designers acknowledge delight as a relevant element of the user experience. This paper investigates how these professionals talk about delight and demonstrates the existence of two viewpoints of delight used in professional practice. The paper introduces a third, unified perspective to serve as the basis of an HCI research agenda that can support UX design practice concerning the notion of delight.
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Ahsan, Moh, Wahyudi Arianto, and Robbi Tri Murdani. "User Interface Design And User Experience Kuysedekah.Id Mobile Applications." SMATIKA JURNAL 10, no. 02 (December 26, 2020): 109–14. http://dx.doi.org/10.32664/smatika.v10i02.515.

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Penduduk Indonesia mayoritas beragama islam, sehingga terdapat banyak masjid di Indonesia. Banyak masyarakat yang melakukan penggalangan dana secara langsung di jalan namun tak jarang pula kegiatan seperti ini malah menghambat mobilitas pengguna jalan seperti kemacetan dan kurangnya transparansi terhadap dana. Sebuah inovasi prototype aplikasi untuk sedekah yang mudah dan berdasarkan keinginan pengguna. Model pengembangan desain design thinking aplikasi Kuysedekah.id berbasis Mobile App. Prototype design UI (User Interface) dan UX (User Experience) bertujuan untuk menghasilkan hasil yang baik, serta dapat memenuhi kebutuhan pengguna smartphone (user friendly), design thinking, dan menguji prototype. Penilaian UX menggunakan design review dengan hasil penilaian nilai “very good”, pengujian usability menggunakan kuisoner SEQ (Single Ease Question) mendapatkan hasil “mudah digunakan” dan SUS (System Ussability Scale) mendapatkan hasil “accapteble” dengan 50 responden yang telah dilakukan.
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Munggana, Wira. "Menakar Resiko Pembangunan Prototipe User Experience Dengan Weighted Risk Check List." Jurnal ULTIMA InfoSys 6, no. 1 (June 1, 2015): 71–75. http://dx.doi.org/10.31937/si.v6i1.282.

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Development of User Experience (UX) artifacts such as annotated wireframes, immersive prototypes, and detailed documentation should be done by a UX designer specialist, however most of them are not programmers. It can be done by using UX designer tools widely available today. Aside from what tools they used, this paper higlights forecasting the risk of an UX prototype project using weighted risk check list. Index Terms - Heuristic, User Interface Design, User Experience Prototype, Weighted Risk Check List, Wireframe.
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Simsek Caglar, Pinar, Virpi Roto, and Teija Vainio. "User Experience Research in the Work Context: Maps, Gaps and Agenda." Proceedings of the ACM on Human-Computer Interaction 6, CSCW1 (March 30, 2022): 1–28. http://dx.doi.org/10.1145/3512979.

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User experience (UX) research has been criticized for focusing on leisure contexts and overlooking the work contexts. Moreover, researchers have been drawing attention to how UX at work differs from UX in leisure contexts, requiring development of domain specific knowledge. Inspired by these discussions, our motivation is to see the current state of UX at work research. Based on the systematic review of 52 papers, our results revealed that UX at work research is still immature. It is run by dichotomies; the conceptualizations such as the definition and the dimensions of UX at work are ambiguous; the variety of the studied work domains are limited and do not contribute to the understanding of UX at work; and the consideration of contextual factors are arbitrary and coincidental. To advance this important field of research, we indicate the research gaps and suggest a research agenda introducing areas for future research.
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Mitre-Hernandez, Hugo, Carlos Lara-Alvarez, Mario Gonzalez-Salazar, Jezreel Mejia-Miranda, and Diego Martin. "User eXperience Management from Early Stages of Computer Game Development." International Journal of Software Engineering and Knowledge Engineering 26, no. 08 (October 2016): 1203–20. http://dx.doi.org/10.1142/s021819401650042x.

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The video game industry is becoming increasingly important due to its revenues and growing capabilities. User eXperience (UX) is an important factor which contributes to the acceptance of a video game. The UX is usually assessed at the end of the development process, and for this reason it is difficult to ensure an adequate level of interactive experience between computer game and players. Cancelation of projects or even bankruptcy of a company can be caused by bad management of UX. In this paper, we propose the game experience management (GEM), a method to evaluate, manage, measure and track the UX from early stages of computer game development. In order to compare the proposal against a method comprised by conventional approaches, teams of master degree students were formed for developing six tower defense games for teaching basic multiplication operations; surveys were conducted to compare the UX of games. In this setting, we find that games developed with GEM significantly improve UX by increasing the puppetry and consequently reducing player frustration.
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Ranscombe, Charlie, Jacob Rodda, and Mark Johnson. "Visualising User Experiences: Analysing Embodiment of UX in Autonomous Vehicle Concepts." Proceedings of the Design Society: International Conference on Engineering Design 1, no. 1 (July 2019): 4039–48. http://dx.doi.org/10.1017/dsi.2019.411.

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AbstractThe prospect of autonomous vehicles and associated technologies has disrupted traditional modes of vehicle operation and ownership. This requires automotive designers to shift their focus from designing vehicle form to consider the design of transport experiences. As such, there is a need to explore how best to support automotive designers in communicating user experiences (UX) alongside the physical design of vehicles. This paper presents an industry case study conducted with Ford Design Asia Pacific to assess the embodiment of UX in early concepts. Attributes of generalised model for UX are mapped to designers' storyboard illustration for the experience of an advanced concept for an autonomous vehicle interior. Results show how a mix of captions, sketches of users and contextual features illustrate different attributes of user experience. From findings we conclude firstly, the need to develop a toolkit to help designers communicate descriptions of as yet designed interactions. We also conclude that sketching contextual features of experience can provide a starting point to develop aspects of UX that can be used to differentiate and identify the Ford brand.
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Wong, Richmond Y. "Tactics of Soft Resistance in User Experience Professionals' Values Work." Proceedings of the ACM on Human-Computer Interaction 5, CSCW2 (October 13, 2021): 1–28. http://dx.doi.org/10.1145/3479499.

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User experience (UX) professionals' attempts to address social values as a part of their work practice can overlap with tactics to contest, resist, or change the companies they work for. This paper studies tactics that take place in this overlap, where UX professionals try to re-shape the values embodied and promoted by their companies, in addition to the values embodied and promoted in the technical systems and products that their companies produce. Through interviews with UX professionals working at large U.S.-based technology companies and observations at UX meetup events, this paper identifies tactics used towards three goals: (1) creating space for UX expertise to address values; (2) making values visible and relevant to other organizational stakeholders; and (3) changing organizational processes and orientations towards values. This paper analyzes these as tactics of resistance: UX professionals seek to subvert or change existing practices and organizational structures towards more values-conscious ends. Yet, these tactics of resistance often rely on the dominant discourses and logics of the technology industry. The paper characterizes these as partial or "soft" tactics, but also argues that they nevertheless hold possibilities for enacting values-oriented changes.
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Castro Junior, Eurides. "User experience (ux) in health education apps." Information Design Journal 24, no. 3 (December 31, 2018): 203–19. http://dx.doi.org/10.1075/idj.24.3.01cas.

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Abstract The popularization of mobile devices has contributed to the democratization of health education in areas of difficult access through mobile learning. For effective learning to occur it is necessary to consider aspects of the user experience (ux) and aspects of human cognition in the interaction with artifacts in a social context. In this scope, a ux study of an app for health was conducted in Brazil. The app was developed by the Open University of the Unified Health System (una-sus) of the Federal University of Maranhão (ufma). The app was evaluated through interaction testing with simultaneous interviews, followed by a satisfaction questionnaire. 16 physicians took part in the study, which was conducted in their work context. In general, users did not have any prolems using the app. However, there were problems in navigating and understanding elements of the graphic interface that could affect ux and content learning. The results of the study are discussed from the perspective of Information Design and according to the Theory of Situated Cognition. Based on these results and on the literature, some recommendations for the design of health apps are put forward.
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Berni, Aurora, and Yuri Borgianni. "Making Order in User Experience Research to Support Its Application in Design and Beyond." Applied Sciences 11, no. 15 (July 29, 2021): 6981. http://dx.doi.org/10.3390/app11156981.

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The term User Experience (UX) was introduced to define the dynamics of the human-product interaction, and it was thought that design would have been a main recipient of UX research. However, it can be claimed that the outcomes of UX studies were not seamlessly transferred into design research and practice. Among the possible reasons, this paper addresses the fragmentary knowledge ascribable to the field of UX. The authors reviewed the literature analyzing the conceptual contributions that interpret UX, proposing definitions and/or a theoretical framework. This allowed the authors to provide an overview of recurring elements of UX, highlighting their relationships and affecting factors. This research aims to clarify the overall understanding of UX, along with its key components (the user, interaction, the system, and context) and dimensions (ergonomic, affective, and the cognitive experiences). The authors built a semantic construction inspired by the structure of a grammatical sentence to highlight the relationship between those components. Therefore, UX is defined by a subject/user who performs an action-interaction towards an object-system. A complement-context better defines the condition(s) where the action-interaction takes place. This work is expected to lay the foundations for the understanding of approaches and methods employed in UX studies, especially in design.
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Nugraha, Isnan, and Agung Fatwanto. "User Experience Design Practices in Industry (Case Study from Indonesian Information Technology Companies)." Elinvo (Electronics, Informatics, and Vocational Education) 6, no. 1 (September 13, 2021): 49–60. http://dx.doi.org/10.21831/elinvo.v6i1.40958.

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User Experience (UX) is a term that has received a lot of attention in the last decade. The number of industries whose consider the importance of implementing the UX design process within their development cycle has increased. Therefore, we think it is important to investigate how UX design processes are implemented in the industries. In this research, we take a qualitative approach with descriptive methods by investigating six information technology companies in Indonesia. As a result, we found that most of these information technology companies implement the UX design process as part of their operation and consider that the UX design process is an important part of software development. Each company has its order and priorities in regard to the UX design processes and only follows their established UX design process framework in order to meet their product development requirements. We also found that there are different UX design process approaches from these six companies.
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Rice-Bailey, Tammy, and Nadya Shalamova. "Transitioning from Technical Communication to User Experience (UX)." International Journal of Sociotechnology and Knowledge Development 8, no. 3 (July 2016): 1–14. http://dx.doi.org/10.4018/ijskd.2016070101.

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This article details a collaboration between a Technical Communication (TC) academic program at Milwaukee School of Engineering and its User Experience (UX) industry and community partners. This collaboration resulted in rethinking a TC degree program and establishing a new UX and Communication Design B.S. degree program. This article responds to TC scholarship calling for increased collaboration between academia and industry. The authors further explain how this particular collaboration was guided by Stakeholder Theory, enabling the program to identify its stakeholders and balance their differences while establishing new partnerships with the UX professional community. This article presents a case study of academia/industry collaboration and details both the challenges and successes that emerged during a program redesign. It concludes with models, a tools, and preliminary lessons that can assist other academic programs considering or undergoing similar curriculum or programmatic changes.
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Shin, Gee Won, Kyung-Jun Lee, Donggun Park, Joong Hee Lee, and Myung Hwan Yun. "Personal Mobility Device and User Experience: A State-of-the-art Literature Review." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (September 2018): 1336–37. http://dx.doi.org/10.1177/1541931218621305.

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Background Personal Mobility Device (PMD) refers to ‘Smart Mobility’ or ‘Micro Mobility’ for one or two persons, and it is appreciated as an environmental-friendly means operated by electric resources (Burns, 2013). According to Transparency Market Research in 2016, the world’s personal transport market is expected to grow two times bigger from 2014 to 2023. In fact, PMD has various product types, competence levels and safety problems, so it cannot help covering many user experiences (UXs). Thus, this study aimed to analyze previous researches about PMD in terms of UX and usability. Method In this study, 160 papers were collected through five search engines with keyword combinations of UX (e.g., user interaction and interface) and PMD (e.g., Segway and electric vehicle). Through two filtering processes, the 19 papers were finally selected, and each was analyzed by the next six criteria; device types, research environments, participants, user experience factors, UX evaluation methodologies, and UX measurement. Results The results showed that Segway was the most common device type rather than electric vehicles, powered wheelchair, proposed product, E-scooter, E-bicycle, and E-bike. In addition, the outdoor environment accounted for the biggest percentage of researches beyond indoor, semi-outdoor, and online survey. People who participated in researches were usually expert and novice, who got used to handle the assigned PMD for each paper. A total of 26 UX factors (e.g., effectiveness, safety, usability, and acceptability) was collected and classified considering each experimental context; safety and usability turned out to be the most two important factors. From the UX methodological view, the PMD were usually evaluated by a questionnaire rather than by objective methods, which enable the participant to give more instinctive reactions and the researchers to gather quantitative data easily. In this way, UX objective measurements on previous researches were categorized into body observation (e.g., body angle on device), usage behavior (e.g., running distance) and compatibility on field (e.g., riding against traffic). Discussion & Conclusion The collected 28 UX factors were classified by a methodology whether it was objective or subjective measure, and it was called the UX factors framework for PMD in this study. First of all, the four main UX factors were determined: usability, satisfaction, acceptability and safety. The rest of 24 UX factors belonged to the corresponding main UX factors. For example, usability included compatibility (objectively measured factors; OMF), effectiveness, device performance, efficiency, and physical load (subjectively measured factors; SMF). Satisfaction included intuitive, customer-services-quality, charging, operability, comfort, predictability, mobility, and maintainability (SMF). Acceptability included compatibility (OMF), aesthetics, device learnability, cost, and training (SMF). Safety included stability, risk behavior (OMF), independency, guard, controllability, security, and testability (SMF). These results implied that most UX factors for PMD were usually measured subjectively rather than objectively. In particular, satisfaction had not been measured objectively even though it plays a significant role in UX factors with usability, acceptability, and safety. In other areas, some researches used objective measurements such as heart rate, EEG, or action log for sensing satisfaction (Gao, 2012; Taylor, 2015), so it is also possible to measure PMD satisfaction using objective methods. In this study, the previous researches about UX and PMD were analyzed to identify the trend of the UX research of PMD. A total of 19 papers were collected and classified by device type, research environment, participants, UX factors, evaluation method, and objective measurements. As a result, it was found that various UX factors were introduced, and the systematized UX factors framework was proposed. Through this UX framework, we expect to apply more objective measurements on UX factors of PMD in future researches.
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Kim, Jongsun, and Jisoo Ha. "User Experience in VR Fashion Product Shopping: Focusing on Tangible Interactions." Applied Sciences 11, no. 13 (July 2, 2021): 6170. http://dx.doi.org/10.3390/app11136170.

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It is necessary to focus on a VR environment centered on a tangible interaction (TI), which provides and interacts with the user experience (UX) with various sensational forms. Therefore, this study attempted to present UX evaluation items for VR fashion product shopping environment through focusing on the TI. In addition, the developed factors were evaluated for validity through empirical experiments and attempted to explore the possibility of using a VR shopping UX evaluation methodology. As a result of factor analysis of items related to VR shopping, six factors were extracted, and each factor was named as intention to use, playfulness, sharpness, telepresence, interactivity, and usability, respectively. As a result of a t-test for the difference in UX between immersive VR and non-immersive VR, it was found that there were significant differences in intention to use, playfulness, sharpness, and telepresence. As a result of performing a multiple regression analysis to analyze the effect of TI on the VR fashion shopping UX, it was found that interaction, playfulness, and telepresence are UX factors that are formed under the influence of TI in an immersive VR. In addition, intention to use, sharpness, telepresence, and usability were found to be factors experienced as an effect of TI in a non-immersive VR.
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Mtebe, Joel S. "Examining user experience of eLearning systems implemented in two universities in Tanzania." Interactive Technology and Smart Education 17, no. 1 (September 27, 2019): 39–55. http://dx.doi.org/10.1108/itse-05-2019-0025.

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Purpose This study aims to investigate the factors that influence user experience (UX) of eLearning systems implemented in two institutions in Tanzania. Design/methodology/approach The study adopted questionnaire consisting of Nielsen’s heuristics and didactic metrics as pragmatic metrics and hedonic metrics followed by focus group discussions with students. Findings The study found that the eLearning system of University of Dar es Salaam had 43 UX problems related to Nielsen’s heuristics and 54 UX problems related to didactic heuristics. The eLearning system of the Open University of Tanzania had 50 UX problems related to Nielsen’s heuristics and 59 UX problems related to didactic heuristics. Moreover, the two systems provided positive UX hedonic quality on identification and evocation dimensions while stimulation was perceived to be neutral. Research limitations/implications The study has used learners as evaluators rather than expert evaluators. Learners are not particularly experienced in the learning domain, and therefore, it is difficult for them to identify many didactic violations of the eLearning systems. Originality/value The study contributes toward finding the underlying factors for non-use or underuse of the installed eLearning systems in various universities in sub-Saharan Africa.
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Bacha, Jeffrey A. "Mapping Use, Storytelling, and Experience Design." Journal of Business and Technical Communication 32, no. 2 (December 13, 2017): 198–228. http://dx.doi.org/10.1177/1050651917746708.

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Framed around three different antenarratives about system development, this article builds on established user-centered theories to present a mixed-method approach to user experience (UX) design. By combining network theory, storytelling, and process mapping, this article provides a practical method of including users’ experiences during the predevelopment stages of building workplace-specific digital technologies. Specifically, this article argues for the collection of user-generated antenarratives as the first step in UX product development and demonstrates how to use those experience-based stories.
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Saleh, Ashraf Mousa, Hayfa Y. Abuaddous, Iman Sadek Alansari, and Odai Enaizan. "The Evaluation of User Experience on Learning Management Systems Using UEQ." International Journal of Emerging Technologies in Learning (iJET) 17, no. 07 (April 12, 2022): 145–62. http://dx.doi.org/10.3991/ijet.v17i07.29525.

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The rapid development and improvement of learning management system (LMS) is driven by the rise of ubiquitous computing. As LMS design shifts from technology-centric to user-centric, developers need to prioritize user experience (UX) to improve their LMS. LMS as part of an e-learning system can benefit from UX research to measure ease of use and user satisfaction. Many academic institutions around the world prefer to use their own customized LMS, such as: B. Moodle is an open source LMS platform built and maintained by most Jordanian universities. Therefore, UX evaluation and measurement is very important for LMS. Several studies have been conducted to analyze and measure LMS products for user feedback. On the other hand, these studies only partially consider LMS products. Instead of observing the quality of LMS, they conducted a study focused on comparing LMS and gaining awareness. The purpose of this study is to collect comments and feedback and evaluate the UX when dealing with LMS. Using Moodle as a case study, this study evaluates the user experience of LMS. Data were collected from 867 participants from various Jordanian institutions using LMS. An online survey was prepared and distributed through various social media groups. This study proposes to use the UX Survey Tool (UEQ) to evaluate and quantify the user experience of LMS. This study aims to get feedback and evaluate and identify the UX while interacting with the LMS. In general, implementing a user experience questionnaire to evaluate and evaluate an LMS provides not only complete user awareness, but also the relative quality level of the LMS. The results provide feedback and support assistance in the implementation of the LMS.
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Wong, Seng Yue, and Simin Ghavifekr. "User Experience Design of History Game." International Journal of Distance Education Technologies 16, no. 3 (July 2018): 46–63. http://dx.doi.org/10.4018/ijdet.2018070103.

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User experience (UX) and user interface design of an educational game are important in enhancing and sustaining the utilisation of Game Based Learning (GBL) in learning history. Thus, this article provides a detailed literature review on history learning problems, as well as previous studies on user experience in game design. Future studies on educational history games will benefit from this systematic review and analysis of current educational history games, as this article examines in detail which game features are the most effective in promoting engagement and supporting the process of learning Malaysian history. The results have revealed that mobile game applications with historical content can indeed be a meaningful way to create gaming experience, learning experience, adaptivity and usability, which can facilitate history learning through UX of playing history mobile games. The correlation results of these four dimensions have indicated four positive and significant relationships.
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APRAIZ IRIARTE, AINHOA, GANIX LASA ERLE, and MAITANE MAZMELA ETXABE. "PRESENT AND FUTURE OF PHYSIOLOGICAL MONITORING TO EVALUATE USER EXPERIENCE." DYNA 96, no. 4 (July 1, 2021): 342. http://dx.doi.org/10.6036/10218.

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User Experience (UX) is a key factor and an opportunity for improvement in digital products. Traditionally, it has been evaluated retrospectively through surveys and interviews. However, retrospective and subjective evaluation is not in all cases the optimal approach, as it does not evaluate the UX at the time of human-machine interaction, and therefore may not project reality due to inaccurate recall.
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Koonsanit, Kitti, and Nobuyuki Nishiuchi. "Predicting Final User Satisfaction Using Momentary UX Data and Machine Learning Techniques." Journal of Theoretical and Applied Electronic Commerce Research 16, no. 7 (November 18, 2021): 3136–56. http://dx.doi.org/10.3390/jtaer16070171.

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User experience (UX) evaluation investigates how people feel about using products or services and is considered an important factor in the design process. However, there is no comprehensive UX evaluation method for time-continuous situations during the use of products or services. Because user experience changes over time, it is difficult to discern the relationship between momentary UX and episodic or cumulative UX, which is related to final user satisfaction. This research aimed to predict final user satisfaction by using momentary UX data and machine learning techniques. The participants were 50 and 25 university students who were asked to evaluate a service (Experiment I) or a product (Experiment II), respectively, during usage by answering a satisfaction survey. Responses were used to draw a customized UX curve. Participants were also asked to complete a final satisfaction questionnaire about the product or service. Momentary UX data and participant satisfaction scores were used to build machine learning models, and the experimental results were compared with those obtained using seven built machine learning models. This study shows that participants’ momentary UX can be understood using a support vector machine (SVM) with a polynomial kernel and that momentary UX can be used to make more accurate predictions about final user satisfaction regarding product and service usage.
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Hussain, Jamil, Wajahat Ali Khan, Taeho Hur, Hafiz Syed Muhammad Bilal, Jaehun Bang, Anees Ul Hassan, Muhammad Afzal, and Sungyoung Lee. "A Multimodal Deep Log-Based User Experience (UX) Platform for UX Evaluation." Sensors 18, no. 5 (May 18, 2018): 1622. http://dx.doi.org/10.3390/s18051622.

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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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Molu, Fatma, Nur Findik, and Mustafa Dalci. "Enhancing User Experience in Financial Services." International Journal of E-Services and Mobile Applications 6, no. 2 (April 2014): 12–22. http://dx.doi.org/10.4018/ijesma.2014040102.

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The domain of User Experience (UX) involves studying, designing for and evaluating the experiences that people have through the use of a system. This use takes place in a specific context, which has an impact on, or contributes to, the UX. As enterprises make a focus on the customer integral to their strategies, they need to recognize that technology developments are changing the customer relationship. In today's world, a great number of interactions between financial services and their customers have moved to digital environments and as a result a user interface design's significance increases in shaping the digital, financial experience.Based on this increasing importance, this paper proposes the role of usability studies for return on investment, along with a case study carried out in Kuveyt Turk Participation Bank. It involves an extended user research of online bank services which resulted with new specifications to be applied in the new corporate online banking service.
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Berni, Aurora, and Yuri Borgianni. "FROM THE DEFINITION OF USER EXPERIENCE TO A FRAMEWORK TO CLASSIFY ITS APPLICATIONS IN DESIGN." Proceedings of the Design Society 1 (July 27, 2021): 1627–36. http://dx.doi.org/10.1017/pds.2021.424.

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AbstractThe concept of User Experience (UX) dates back to the 1990s, but a shared definition of UX is not available. As design integrates UX, different interpretations thereof can complicate the possibility to build upon previous literature and develop the field autonomously. Indeed, by analysing the literature, UX emerges as a cauldron of related and closely linked concepts. However, it is possible to find recurring attributes that emerge from those definitions, which are ascribable to two foci: the fundamental elements of the interaction (user, system, context) and typologies of experience (ergonomic, cognitive, and emotional). Those are used to build a framework. We have preliminarily investigated how UX is dealt with in design by mapping a sample of UX-related experimental articles published in design journals. We classified UX case studies based on the framework to individuate the UXs that emerge most frequently and the most studied ones in the design field. The two-focus framework allows the mapping of experiments involving UX in design, without highlighting specific favorable combinations. However, comprehensive studies dealing with all elements and UX typologies have not been found.
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Fadli, Muhammad Raffi. "USER INTERFACE AND USER EXPERIENCE OF INDOSPORT MOBILE APPLICATIONS USING A USER CENTERED DESIGN APPROACH." Arty: Jurnal Seni Rupa 9, no. 2 (August 18, 2020): 128–38. http://dx.doi.org/10.15294/arty.v9i2.40365.

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An alternative solution for Indosport, considering the increasingly advanced smartphone development and also followed by the rapid growth of its users in Indonesia. The purpose of this study project is to produce a product in the form of a user interface (UI) and user experience (UX) design in helping to realize targeted mobile applications and not forgetting to apply the principles of visual communication design namely unity and variety, hierarchy, contrast, proportion and balance. The UI and UX design methods go through several stages of work in sequence: pre-production process, production process, and post-production. This design results in UI and UX designs that are equipped with user flow, interface designs, illustrations and prototypes. The main page of the Indosport mobile application is News, Activity, Calendar, and Profile which later on these pages there are several features that are different from the previous page. The making of this UI uses several visual languages such as medium close up, full shot, long shot, close up and medium long shot in the image section contained in the article as well as the depiction of field styles used to almost all visual UI elements. Using several principles in design, namely time to learn, speed of performance, rate of errors by users, retention over time, and subjective satisfaction. The resulting design forms will be distributed directly to the Research and Development division and the IT division from Indosport to be made a native.
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Kashfi, Pariya, Agneta Nilsson, and Robert Feldt. "Integrating User eXperience practices into software development processes: implications of the UX characteristics." PeerJ Computer Science 3 (October 16, 2017): e130. http://dx.doi.org/10.7717/peerj-cs.130.

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User eXperience (UX) is a key factor in the success of software systems. Many software companies face challenges in their work with UX. Existing research does not analyze UX practices and challenges in relation to other software quality characteristics or, in particular, in relation to usability. A better understanding of these challenges can help researchers and practitioners better address them in the future. In this empirical study, we have interviewed 17 practitioners with different backgrounds and occupations from eight software development companies. Their responses are coded, and analyzed with thematic analysis. We report eight themes of challenges that practitioners face in their work with UX. While some of these challenges partly overlap with those reported in existing literature about usability or other software quality characteristics, the participants of our study either view many of the challenges as unique to UX, or more severe in the case of UX. Although at a superficial level challenges of UX and other quality characteristics overlap, we differentiate these challenges at a deeper level through the five main characteristics of UX:subjective,holistic,dynamic,context-dependentandworthwhile. In particular, we identified that these characteristics have at least 20 implications (i.e. additional difficulties) for day-to-day work of practitioners. We found that 11 of these implications have been previously reported in literature. However, to the best of our knowledge, the remaining nine implications are unique to our study. These implications can explain why practitioners perceive the challenges to be more severe than for other quality characteristics. Most importantly, they can explain the industry’s lopsided focus on the pragmatic aspect of UX. Our findings can be useful for researchers in identifying new and industry-relevant research areas and for practitioners to learn from empirically investigated challenges in UX work, and base their improvement efforts on such knowledge. Identifying and investigating the overlaps underlines the importance of these challenges, and can also help finding research areas not only for enhancing UX work but also software quality in general. It also makes it easier for practitioners to spot, better understand as well as find mitigation strategies for UX, through learning from past experiences and developments in the area of software quality.
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Arvola, Mattias, and Johan Linder. "Know Thy Users by Interpretative Phenomenological Analysis." Journal of Interaction Science 6 (October 20, 2018): 22. http://dx.doi.org/10.24982/jois.1719018.003.

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One approach to getting to know a user and understanding the user experience (UX) is phenomenology. Currently, there is a lack of clearly defined methods for phenomenological analysis of user experience in design projects. Interpretative Phenomenological Analysis (IPA) is an approach developed in psychology, and in this article, it is adapted to the case of a pro bono design project at a UX design agency supporting a disadvantaged group of people, newly arrived immigrants to Sweden. The design project involved research on how the immigrants experienced a service that introduced them to the job market. The adapted method, UX IPA, contributed to the pro bono project with a focus on both experience and meaning, which is important in design projects that relate to major events in users’ lives. The method was considered less appropriate in UX projects for specific products with highly instrumental use. The method can, in many cases, be too costly. However, costs can possibly be reduced by top-down approaches. In commercial UX projects, the method may be appropriate for the fuzzy front-end of design and innovation, but clients may be unimpressed by the small sample size. This can potentially be alleviated by mixed-methods approaches.
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Fox, Robert. "UX gardens." OCLC Systems & Services 30, no. 1 (February 4, 2014): 5–10. http://dx.doi.org/10.1108/oclc-10-2013-0035.

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Purpose – This column aims to explore the important role of user experience analysis in the design of web based digital library services and tools. Design/methodology/approach – Three key areas of UX are talked about. Findings – Three key areas of UX are applied to digital librarianship. Originality/value – The needs of the patron populations served by individual libraries are unique, but certain design principles can be followed that will significantly enhance the user experience. This column contributes to the discussion regarding those principles.
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Walton, Graham. "What User Experience (UX) Means for Academic Libraries." New Review of Academic Librarianship 21, no. 1 (January 2, 2015): 1–3. http://dx.doi.org/10.1080/13614533.2015.1001229.

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Zaharias, Panagiotis, and Brad Mehlenbacher. "Exploring User Experience (UX) in virtual learning environments." International Journal of Human-Computer Studies 70, no. 7 (July 2012): 475–77. http://dx.doi.org/10.1016/j.ijhcs.2012.05.001.

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Kim, Sung Woo. "Exploring User Experience (UX) Design in North Korea." Design Journal 24, no. 4 (March 16, 2021): 653–62. http://dx.doi.org/10.1080/14606925.2021.1896078.

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