Artykuły w czasopismach na temat „User experience”

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1

Bogaards, Peter, i Ruurd Priester. "User experience". Interactions 12, nr 3 (maj 2005): 23–25. http://dx.doi.org/10.1145/1060189.1060209.

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Stewart, Tom. "User experience". Behaviour & Information Technology 34, nr 10 (6.08.2015): 949–51. http://dx.doi.org/10.1080/0144929x.2015.1077578.

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Mallon, Melissa. "User Experience". Public Services Quarterly 11, nr 1 (2.01.2015): 23–31. http://dx.doi.org/10.1080/15228959.2014.995860.

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Sampson, Fred. "User experience". Interactions 12, nr 1 (styczeń 2005): 7–9. http://dx.doi.org/10.1145/1041280.1041285.

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Pavlov, Kathren, Fernando Montalvo, Jordan A. Sasser, Luciana Jones, Daniel S. McConnell i Janan A. Smither. "Applying User Experience Principles to Patient Experiences". Proceedings of the Human Factors and Ergonomics Society Annual Meeting 66, nr 1 (wrzesień 2022): 761–65. http://dx.doi.org/10.1177/1071181322661478.

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Patient experiences within the healthcare system are often negative due to the predominantly system-centric nature of healthcare, as well as the physical or mental symptoms of the medical condition being experienced. Improved patient experiences are likely to improve patient visits, engagement with treatment, reduce frustration, and in some medical conditions, improve treatment outcomes. One way to improve patient experiences is to apply user experience principles to the design of patient interactions within the healthcare system. The present study utilized Arhippainen’s User Experience heuristics to identify ways in which patient experiences can be improved. Fundamental restructuring towards patient-centric experiences and general security practices would lead to improved PX and perceptions of healthcare.
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Prayoga, Aditya, C W Kusuma, M Christy i R Andika. "ANALISIS USER EXPERIENCE JOGJAKITA MENGGUNAKAN USER EXPERIENCE QUESTIONNAIRE (UEQ)". TEKNIMEDIA: Teknologi Informasi dan Multimedia 4, nr 1 (12.06.2023): 53–60. http://dx.doi.org/10.46764/teknimedia.v4i1.98.

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Analisis ini dipengaruhi oleh pesatnya pertumbuhan teknologi informasi dan komunikasi, yang memiliki pengaruh besar terhadap lingkungan masyarakat dan mengubah cara hidup dan cara kerja manusia. User experience (pengalaman pengguna) menjadi semakin penting dalam meningkatkan efektivitas sebuah aplikasi dan memperkuat hubungan antara pengguna dan aplikasi. Namun, penggunaan aplikasi juga memiliki dampak yang signifikan pada lingkungan masyarakat, termasuk peningkatan penggunaan energi dan dampak lingkungan yang terkait. Oleh karena itu, penting untuk mengevaluasi pengaruh penggunaan aplikasi/internet dan user experience terhadap lingkungan masyarakat. Yogyakarta, yang merupakan salah satu kota terbesar di Indonesia dengan beberapa lokasi wisata di setiap kabupaten dan pusat desa, merupakan tempat yang tepat untuk melakukan evaluasi tersebut. Sebagian besar hasil pengukuran menggunakan UEQ memiliki nilai yang positif, pada keenam skala UEQ (Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation and Novelty), hanya saja persentase nilai pada aspek kebaruan pada aplikasi ini harus ditingkatkan lagi dan dievaluasi kembali.
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Anderies, Anderies, Cindy Agustina, Tania Lipiena, Ayunda Raaziqi i Alexander Agung Santoso Gunawan. "User Experience Analysis of Duolingo Using User Experience Questionnaire". Engineering, MAthematics and Computer Science Journal (EMACS) 5, nr 3 (30.09.2023): 155–59. http://dx.doi.org/10.21512/emacsjournal.v5i3.9227.

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

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St. Peter, Hilary A. Sarat. "Communicating User Experience". International Journal of Sociotechnology and Knowledge Development 7, nr 2 (kwiecień 2015): 14–26. http://dx.doi.org/10.4018/ijskd.2015040102.

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Research in the ICT4D field implicates lack of user-centered design in the high rate of ICTD project failure. The field of user experience (UX) offers potentially fruitful approaches for user-centered design. In the ICTD context, these principles and methods clash with the triple constraints of project management (time, scope and funding). This paper introduces the user persona from UX design as a powerful tool for considering the user's perspective within resource-constrained ICTD projects. Although personas appear simple, they introduce complex communicative affordances, pragmatic benefits, and risks to ICTD projects. A brief conclusion revisits the larger problem of ICTD project failure, and considers the potential role of personas in addressing this problem.
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Anderson, Richard, Keith Instone, Dirk Knemeyer, Beth Mazur i Whitney Quesenbery. "User experience network". Interactions 12, nr 3 (maj 2005): 40–41. http://dx.doi.org/10.1145/1060189.1060217.

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O'Neill, Eamonn, John Collomosse, Tim Jay, Kharsim Yousef, Martin Rieser i Simon Jones. "Older User Experience". IEEE Vehicular Technology Magazine 5, nr 1 (marzec 2010): 31–38. http://dx.doi.org/10.1109/mvt.2009.935543.

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Chen, Tom, Judy Drennan, Lynda Andrews i Linda D. Hollebeek. "User experience sharing". European Journal of Marketing 52, nr 5/6 (14.05.2018): 1154–84. http://dx.doi.org/10.1108/ejm-05-2016-0298.

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PurposeThis paper aims to propose user experience sharing (UES) as a customer-based initiation of value co-creation pertaining to service provision, which represents customers’ level of effort made for the direct benefit of others in their service network. The authors propose and empirically examine a user experience sharing model (UESM) that explicates customer-to-customer (C2C) UES and its impacts on firm-desired customer-based outcomes in online communities.Design/methodology/ApproachBased on an extensive review, the authors conceptualize UES and UESM. By using online survey data collected from mobile app users in organic online communities, the authors performed structural equation modeling analyses by using AMOS 24.FindingsThe results support the proposed UESM, showing that C2C UES acts as a key driver of both firm-desired customer efforts and customer insights. The results also confirmed that service-dominant (S-D) logic-informed motivational drivers exert a significant impact on C2C UES. Importantly, C2C UES mediates the relationship between S-D logic-informed motivational drivers and firm-desired customer-based outcomes.Originality/valueThis study offers a pioneering attempt to develop an overarching concept, UES, which reflects customers’ initiation of value co-creation, and to empirically examine C2C UES. The empirical evidence supports the key contention that firms should proactively facilitate C2C UES.
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Pfeiffer, Andreas. "User experience research". Ubiquity 2006, November (listopad 2006): 1. http://dx.doi.org/10.1145/1195937.1187564.

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NEILAND, LUCY. "User experience sketches". Ethnographic Praxis in Industry Conference Proceedings 2013, nr 1 (wrzesień 2013): 410. http://dx.doi.org/10.1111/j.1559-8918.2013.00047.x.

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Benford, Steve, Chris Greenhalgh, Gabriella Giannachi, Brendan Walker, Joe Marshall i Tom Rodden. "Uncomfortable user experience". Communications of the ACM 56, nr 9 (wrzesień 2013): 66–73. http://dx.doi.org/10.1145/2500468.2500889.

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Latzina, Markus, i Joerg Beringer. "Transformative user experience". Interactions 19, nr 2 (marzec 2012): 30–33. http://dx.doi.org/10.1145/2090150.2090159.

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Frith, Karen H. "User Experience Design". Nursing Education Perspectives 40, nr 1 (2019): 65–66. http://dx.doi.org/10.1097/01.nep.0000000000000451.

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Hanson, Vicki L. "The user experience". ACM SIGCAPH Computers and the Physically Handicapped, nr 76 (czerwiec 2003): 4–5. http://dx.doi.org/10.1145/1036401.1036402.

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Ariannor, Wahyudi, i Siti Abidah. "Evaluasi User Experience Sistem E-Learning Menerapkan User Experience Questionaire". Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi 11, nr 2 (10.08.2022): 383. http://dx.doi.org/10.35889/jutisi.v11i2.902.

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Jang, Hyeji, i Sung H. Han. "User experience framework for understanding user experience in blockchain services". International Journal of Human-Computer Studies 158 (luty 2022): 102733. http://dx.doi.org/10.1016/j.ijhcs.2021.102733.

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Aminurdin, Majid, Donny Maulana i Tri Ngudi Wiyatno. "Measuring User Experience Of Traveloka Hotel Using User Experience Questionnaire". Journal of Applied Intelligent System 8, nr 2 (31.07.2023): 237–49. http://dx.doi.org/10.33633/jais.v8i2.8608.

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Nowadays, there are many online travel agencies (OTAs) in Indonesia that provide various options for their customers. Before choosing which OTA to use, customers usually check each platform to ensure that they offer the best service. Traveloka is the most preferred OTA app by 67.5% of respondents. Google Play Store reviews show that users are still confused with information such as pricing and proper payment. Some features do not work properly when making hotel reservations. User Experience Questionnaire is used to quickly measure the user experience level of the product. Attractiveness, perspiculty, efficiency, accuracy, stimulation, and novelty were the six UEQ scales used. A random sample of one hundred app users was selected. The results showed that each scale was overall excellent. The criteria of attractiveness 2.485 ? 1.750, perspiculty 2.290 ? 1.900, efficiency 2.448 ? 1.780, dependability 2.338 ? 1.650, stimulation 2.393 ? 1.550, and novelty 2.293 ? 1.400. This research achieves the objectives or features of the application in terms of design, systems, and services. the result is that the Traveloka application can improve perspiculty with existing functions, so that the hotel booking process becomes easier to understand, easy to learn, simple, and clear.
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Nouriska, Sophia, Meida Cahyo Untoro, Aidil Afriansyah, Mugi Praseptiawan, Winda Yulita i Ilham Firman Ashari. "USER EXPERIENCE ANSWER SYSTEM AUTOMATICALLY WITH USER CENTERED DESIGN AND USER EXPERIENCE QUESTIONNAIRE-SHORT". JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) 9, nr 1 (8.08.2023): 81–88. http://dx.doi.org/10.33480/jitk.v9i1.4152.

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The interface of the automatic answer assessment system is plagued by several issues, including an unfamiliar layout, unresponsive design, inconsistency in elements, and a lack of clarity in presenting information. These problems significantly hinder the overall user experience. As a result, this study aimed to address these challenges by designing a user-centered experience for the automatic answer assessment system, using a high-fidelity prototype tailored to meet user needs. The user-centered design method involved four crucial stages: Specify The Context Of Use, Specify Requirements, Create Designs, and Evaluate Designs. Through rigorous usability testing with teachers, the design achieved an impressive effectiveness rating of 90%, firmly establishing it as a "very effective" solution. Additionally, it demonstrated high efficiency with a value of 0.01307 goals/sec, and teachers expressed positive feedback, confirming the satisfaction and usability of the new interface. Similarly, students' usability testing yielded noteworthy results, with a 90% effectiveness rating, also classified as "very effective." The interface showcased a high level of efficiency, with a value of 0.0849 goals/sec. While the satisfaction value fell below the PSSUQ norm, students still found the interface to be user-friendly and satisfactory. Furthermore, the user experience testing, utilizing the UEQ-S, provided valuable insights. For teachers, the pragmatic aspect scored 1.85, the hedonic aspect scored 2.33, and the overall aspect received a commendable score of 2.09, all of which fell within the excellent category on benchmarks. Similarly, students' ratings were highly positive, with scores of 2.14 for both pragmatic and hedonic aspects, and an overall score of 2.14, signifying an excellent user experience.The retrospective think-aloud validation test reaffirmed the positive response from prospective users. Overall, this research, employing a user-centered design approach, successfully delivered a highly satisfactory and effective user experience for both teachers and students using the automatic answer assessment system.
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Hozairi, Buhari, Rofiudin i Syariful Alim. "User Experience Analysis on Bakamla Messenger Applications Using User Experiences Questionnaire (UEQ)". Conference Series 4, nr 1 (19.12.2023): 1–10. http://dx.doi.org/10.34306/conferenceseries.v4i1.617.

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User experience describes the experience a user gets when using a software product. This research aims to measure the user experience when using the Bakamla Messenger application. Measurements were carried out using the User Experience Questionnaire (UEQ) method. The research was carried out by distributing online questionnaires to users of the Bakamla Messenger application, with a total of 117 respondents. The measurement results for the attractiveness aspect of 2.26, clarity of 2.30, efficiency of 2.24, accuracy of 2.27, and stimulation of 2.28 have a positive impression value and are included in the excellent criteria. However, the novelty aspect gets a value of 0.02, meaning it has a negative impression value and is included in the bad criteria, so the innovation of the product needs to be increased. Thus, we recommend that Bakamla messenger application developers focus on improving aspects of the novelty value of the application, such as the level of security of confidential data and the messenger system being able to provide new features beyond messenger in general.
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Notess, Mark. "Usability, user experience, and learner experience". eLearn 2001, nr 8 (sierpień 2001): 3. http://dx.doi.org/10.1145/566933.566938.

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BATTARBEE, KATJA, i ILPO KOSKINEN. "Co-experience: user experience as interaction". CoDesign 1, nr 1 (marzec 2005): 5–18. http://dx.doi.org/10.1080/15710880412331289917.

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Sylvia, Chatrine, Angela Angela i Fandi Halim. "Evaluasi User Experience Platform Video Communication dengan User Experience Questionaire (UEQ)". JURNAL MEDIA INFORMATIKA BUDIDARMA 5, nr 4 (26.10.2021): 1412. http://dx.doi.org/10.30865/mib.v5i4.3263.

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The learning from home (home-based learning) and working from home (work from home) policy which has been going on for more than 1 year since March 2020 after being set by the Minister of Education and Culture (Kemendikbud) has brought many changes in the way to work and study for the academic community, especially students and lecturers. This is also felt by the academic community at STMIK Mikroskil, especially in Information Systems study program who changes their learning from offline to online by utilize various available application platforms such as Microsoft Teams and the Zoom application, especially for its video conferencing features as audio-visual media. With the use of both communication platforms in online learning activities, it is necessary to evaluate its user experience as information to support decision making in order to improve learning management and academic activities in university environment. However, this evaluation activity has never been carried out for the two applications that being used. This study aims to measure the user experience of Microsoft Teams and the Zoom application, especially for its video conference to support the lecturers and students in Information Systems Study Program at STMIK Mikroskil. This measurement is intended to predict and compare the ability of technology elements in the form of user experience of those two applications through an analytical study by applying the User Experience Questionnaire (UEQ) method. The target respondents are lecturers and students, especially in the Information Systems study program in the STMIK Mikroskil environment. The results showed that the comparison of the Microsoft Teams means value was superior to the Zoom application. Therefore, Microsoft Teams is a video conferencing and communication platform that is preferred by students and academics of the STMIK Mikroskil Information Systems study program compared to the Zoom application
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Bau, Rahmat Taufik RL, i Arief Setyanto. "Adaptasi Skala User Experience Questionnaire Dalam Pengujian User Experience Sistem Repositori". Respati 15, nr 1 (10.03.2020): 37. http://dx.doi.org/10.35842/jtir.v15i1.329.

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INTISARIDalam pengajuan kuesioner, penguji sering kali harus bertatap muka dengan responden agar responden mendapat pengarahan dan penjelasan mengenai produk yang akan diuji dalam kuesioner. Bagaimana jika responden dan penguji tidak berada pada tempat yang sama? Terlebih jika kuesioner yang diajukan berupa rentetan bundaran yang diapit oleh skala pada sisi kiri dan kanannya, seperti kuesioner UEQ. Adakah cara untuk bisa mengkontruksi bentuk kuesioner agar tidak terdapat interpretasi yang melenceng? Jurnal ini membahas tentang proses adaptasi skala UEQ dari skala -3 .. 0 .. +3 menjadi skala 1 .. 7 dengan menggunakan seven-stage scale dari skala likert. Hasil adaptasi skala ini kemudian diterapkan pada pengujian user experience sistem repositori Kota Gorontalo.Kata kunci—UEQ, skala Likert, adaptasi, kuesioner, user experience. ABSTRACT In submitting the questionnaire, the examiner must meet face-to-face with the respondent so that the respondent gets direction and explanation about the product that will be discussed in the questionnaire. What if the respondent and examiner do not depend on the same place? Especially if the questionnaire submitted is a series of roundabouts flanked by a scale on the left and right, such as the UEQ questionnaire. Is there a way to construct the form of the questionnaire so that it cannot be interpreted as deviant? This journal discusses the process of the UEQ adaptation scale from the scale of -3 .. 0 .. +3 to a scale of 1..7 using a seven-stage scale from the Likert scale. The results of this scale adaptation are then applied to the user experience testing on Gorontalo City repository system..Keywords— UEQ, Likert scale, adaptation, questionnaire, user experience.
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Lestari, Intan Suci, i Aria Ar Razi. "EVALUASI USER EXPERIENCE PADA ANGKOT STOP SIGNAGE MENGGUNAKAN USER EXPERIENCE QUESTIONNAIRE". Demandia 7, nr 1 (14.03.2022): 83. http://dx.doi.org/10.25124/demandia.v7i1.4120.

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ANGKOT stop signage adalah media komunikasi visual yang biasanya ditempatkan di Kawasan pejalan kaki. Signage ini berfungsi sebagai tanda di mana ANGKOT harus berhenti dan menjadi tempat penumpang menunggu angkutan umum tersebut. Tujuan dari signage tersebut adalah untuk menumbuhkan kesadaran masyarakat untuk tertib menggunakan angkutan umum agar berhenti dan menunggu di tempat yang telah disediakan sehingga dapat mengurangi resiko kemacetan dan kecelakaan. Pada kenyataannya, tanda-tanda ini jarang sekali diperhatikan dan digunakan. Pada tahun 2016, Dinas Perhubungan Kota Bandung menerapkan desain ANGKOT stop sign terbaru yang sudah dilengkapi dengan informasi lengkap rute ANGKOT. Tujuan dari penelitian ini adalah untuk mengevaluasi ANGKOT stop signage berdasarkan pengalaman pengguna dengan menggunakan UEQ (user experience questionnaire). Hasil dari penelitian ini menunjukkan bahwa nilai reliabilitas setiap aspek pada komponen objek penelitian berbeda-beda. Hal ini juga membuktikan bahwa ANGKOT stop signage ini belum memenuhi kebutuhan masyarakat, belum mampu menciptakan kebiasaan bagi masyarakat untuk menggunakan fasilitas tersebut sebagaimana mestinya. Dapat disimpulkan bahwa nilai reliabilitas tiap objek menghasilkan nilai yang berbeda. Hal ini menjadi temuan baru dari pengembangan UEQ. Kata kunci: evaluasi, environmental graphic design, signage, user experience questionnaire
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Priandani, Nurizal Dwi, Yohana Avelia Sandy i Nadia Roosmalita Sari. "User Experience Evaluation of Botani Mobile Application using User Experience Questionnaire". Jurnal Teknologi dan Manajemen Informatika 9, nr 1 (27.06.2023): 12–19. http://dx.doi.org/10.26905/jtmi.v9i1.9025.

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Agriculture is an important sector in Indonesia. Farming are how most people make a living within the population [1]. Currently, access to consult with agricultural experts is something that farmers don't have as a privilege. The combination of technology and agriculture needs to be developed to make it easier for farmers to consult. Botani Mobile Apps is an Android-based application that has been developed by the Faculty of Agriculture UB. The purpose of this application is to facilitate farmers in agricultural cultivation. User experience is how a person feels when using a product, system, or service [2]. User experience evaluation needs to be done to measure the success of a product design and to get user feedback for further improvement. One method of evaluating user experience is UEQ (User Experience Questionnaire). Evaluation of user experience of the Botanical mobile application using UEQ will be discussed in this study. Based on the results of the UEQ that have been carried out, the 26 questions asked had an average value of more than 1. After grouping the questions on the 6 UEQ Scale, the average results of calculation showed that all scales are in the green area. Based on UEQ characteristics, the highest scores were Attractiveness, Pragmatic and Hedonic qualities, respectively. All the results of the characteristic values were more than 1. Based on the Benchmark calculation, showed that the Attractiveness, Efficiency, Dependability and Novelty scales had good scale results and the Perspicuity and Novelty scales got above average scale results. Based on all the results of the UEQ evaluation, it can be concluded that the user experience on the BOTANI application is good.
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Aulia, Eva. "ANALISIS USER EXPERIENCE APLIKASI TWITTER MENGGUNAKAN METODE USER EXPERIENCE QUESTIONNAIRE (UEQ)". Jurnal Teknik dan Science 3, nr 1 (28.02.2024): 31–39. http://dx.doi.org/10.56127/jts.v3i1.907.

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Twitter merupakan situs jejaring sosial yang digunakan untuk berkomunikasi dalam pesan singkat yang sering disebut “kicauan”. Jumlah pengguna Twitter di Indonesia mencapai 24 juta penguna pada Januari 2023. Belum lama ini, Twitter mengalami beberapa perubahan seperti mengubah beberapa kebijakan mengenai centang biru pada akun Twitter, batasan jumlah karakter pada satu unggahan Tweet, dan mengubah beberapa fitur yang ada pada aplikasi tersebut. Perubahan tersebut justru membuat pengalaman pengguna menjadi buruk dan tidak puas. Dilihat dari ulasan yang diunggah pada Google Play Store, terdapat banyak ulasan buruk seperti terjadi bug setelah update, tampilannya menjadi jelek, bahkan beberapa pengguna memberikan peringkat bintang 1 pada aplikasi tersebut. Penelitian ini dilakukan untuk menganalisis dan mengukur kualitas user experience pada aplikasi Twitter menggunakan metode User Experience Questionnaire (UEQ) yang terdiri dari 26 item pernyataan yang terdapat pada 6 variabel yaitu daya tarik, kejelasan, efisiensi, ketepatan, stimulasi, dan kebaruan. Hasil analisis ini bertujuan untuk memberikan rekomendasi dan saran pada Twitter. Pengumpulan data menggunakan kuesioner Google Form, pengolahan dan analisis data kuesioner menggunakan Data Analysis Tool untuk mengetahui hasil validasi data, nilai rata-rata, dan benchmark. Berdasarkan hasil analisis perhitungan nilai rata-rata, variabel daya tarik mendapatkan nilai 1,733, variabel kejelasan mendapatkan nilai 1,785, variabel efisiensi mendapatkan nilai 1,728, variabel ketepatan mendapatkan nilai 1,605, variabel stimulasi mendapatkan nilai 1,308, dan variabel kebaruan mendapatkan nilai 0,395. Setelah melakukan perhitungan rata-rata, didapatkan hasil nilai benchmark aplikasi Twitter. Variabel daya tarik, kejelasan, efisiensi, dan ketepatan berada pada kategori Good, variabel stimulasi berada pada kategori Above Average, variabel kebaruan berada pada kategori Below Average. Kata Kunci: Analisis, Twitter, User Experience, User Experience Questionnaire, Data Analysis Tool, sosial media.
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Rahmawati, Rida, i Nabila Rizki Oktadini. "Analisis User Experience Aplikasi McDonald’s Dengan Menggunakan Metode User Experience Questionnaire". JURNAL FASILKOM 14, nr 1 (17.04.2024): 26–33. http://dx.doi.org/10.37859/jf.v14i1.6939.

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Penelitian ini bertujuan untuk mengidentifikasi dan melakukan analisis terhadap pengalaman pengguna (user experience) pada aplikasi McDonald's. Penelitian ini menggunakan metode User Experience Questionnaire dimana peneliti melakukan survei dengan menyebarkan kuesioner kepada masyarakat secara daring dengan menggunakan media google form yang berisi instrumen pertanyaan mengenai pengalaman pengguna dan juga observasi dengan mengamati ulasan aplikasi McDonald’s pada Appstore dan Playstore. Untuk mengetahui populasi pada pengguna aplikasi McDonald's sehingga digunakan rumus Lemeshow dengan disimpulkan bahwa sempel yang akan digunakan minimal berjumlah 96 responden. Hasil pengukuran User Experience pada aplikasi McDonald’s memiliki kategori yang negatif pada semua kategori variabel dari Daya Tarik, Kejelasan, Efisiensi, Ketepatan, Stimulasi, dan juga Kebaruan memiliki skor nilai kurang dari 0,8. Aplikasi McDonald's mendapatkan nilai skor yang negatif dalam memberikan pengalaman pengguna dengan aspek daya tarik dengan nilai -0,76, kualitas pragmatis dengan nilai -0,85 dan kualitas hedonis dengan nilai -0,85. Berdasarkan hasil analisis tersebut pengguna tidak merasakan kualitas pengalaman penguna yang memotivasi dan fungsionalitas, oleh karena itu aplikasi McDonald’s perlu melakukan analisis mendalam terhadap setiap kategori evaluasi dan identifikasi akar penyebab masalah pada aplikasi McDonald’s. serta melakukan kesesuaian pada pengguna, mendengarkan saran pengguna dan sampaikan recana perbaikan kedepannya agar lebih relevan dan bermanfaat bagi para pengguna.
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Indriyana, Siti, Tasyifa Nafsiah Muthmainah i Azhari Ali Ridha. "ANALISIS USER EXPERIENCE PADA PLATFORM LINKEDIN MENGGUNAKAN METODE USER EXPERIENCE QUESTIONNAIRE". METHOMIKA Jurnal Manajemen Informatika dan Komputerisasi Akuntansi 7, nr 2 (31.10.2023): 208–16. http://dx.doi.org/10.46880/jmika.vol7no2.pp208-216.

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LinkedIn is the largest professional networking application in the world, classified as a social networking site (SNS) application. Indonesia is one of the countries with the highest number of active LinkedIn users. To ensure user comfort, LinkedIn regularly updates their application. However, recently there have been some negative ratings regarding the LinkedIn application. To directly assess this, a research study was conducted to determine user satisfaction while interacting with the features available on LinkedIn. This research was carried out using the user experience questionnaire method, with 35 respondents participating. This method consists of 26 questions representing six assessment indicators, including attractiveness, efficiency, perspicuity, dependability, stimulation, and novelty. The indicator with the highest score is stimulation, with a score of 1.48, which is categorized as good. On the other hand, the lowest indicator score is perspicuity, which only obtained a score of 0.79, below average. Overall, LinkedIn has received predominantly positive feedback. However, it is still recommended to continue innovating, especially focusing on improving perspicuity aspects that are tailored to the needs and issues faced by users.
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Rousi, Rebekah. "Unremarkable experiences - Designing the user experience of elevators". Swedish Design Research Journal 11 (28.06.2016): 47–54. http://dx.doi.org/10.3384/svid.2000-964x.14147.

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Elevators enable people and goods to be transported to great heights at substantial speeds.The feats required technologically for suspension, movement, controls and safety are no less than remarkable. This is increasingly so when considering the competing new heights of skyscrapers. Although technological accomplishments are becoming ever more extraordinary, for the sake of those using the technologies, there is also the need to counter this remarkableness and consider the unremarkable as an experiential design goal. Discourse in user experience (UX) has mainly focused on designing for positive, affective and memorable experiences. However, in the case of utilitarian technologies such as elevators often good or positive experiences go unnoticed. The current study’s findings show just this. This article describes a study of UX with elevators using field observations and short interviews. Positive experiences were reflected in quantitative opinion scales related to the elevators under study. Negative experiences regarding previous elevator experiences were qualitatively recollected without prompting. The age and the detail of the recollected experiences suggest the significance negative (remarkable) events have on memory, influencing current and future impressions of elevator design. This calls for UX attention to be placed on designing for the unremarkable.
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Awan, Ali Baig, Ammar Wasif Mahmood i Nosheen Sabahat. "Enhancing User Experience: Exploring Mobile Augmented Reality Experiences". VFAST Transactions on Software Engineering 12, nr 1 (31.03.2024): 121–32. http://dx.doi.org/10.21015/vtse.v12i1.1741.

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In recent years, the integration of augmented reality (AR) technology into mobile devices has revolutionized both human-computer interaction and computer graphics. This transformative blend of virtual elements into the physical world has led to a new era of possibilities for user experiences. However, the unique challenges posed by Mobile Augmented Reality (MAR) applications demand a closer examination of design and usability considerations to ensure optimal user engagement and satisfaction. This study investigates users' experiences with Mobile Augmented Reality applications, with particular emphasis on design and usability-related concerns. Using a controlled experiment with twenty different people, this study uses thematic analysis to investigate UX improvement options. The aim is to furnish practical design principles that consider the individual characteristics and preferences of users, thereby contributing to the development of empirical insights that enhance Human-Computer Interaction (HCI) standards and best practices. Moreover, the results highlight the importance of user-centered design and assessment approaches. This work fills important gaps in the literature on UX studies of MAR applications and advances our knowledge of creating, engaging and easy-to-use augmented reality experiences.
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Han, Qin. "User Experience Design: Creating Design Users Really Love". Design Journal 19, nr 4 (3.07.2016): 691–94. http://dx.doi.org/10.1080/14606925.2016.1180048.

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Carvalho, Vitor Marques, i Elizabeth Sucupira Furtado. "A Framework Used for Analysis of User Experience in Games". Journal on Interactive Systems 11, nr 1 (9.12.2020): 66–73. http://dx.doi.org/10.5753/jis.2020.759.

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The gaming industry has grown considerably in the last decades, designing experiences and interactive platforms through games, a popular culture entertainment medium. With the advancement of technologies and user experience design methods, a challenge is faced for the constant improvement of game characteristics aiming to improve pleasurability and immersion perceived by its users. To face this challenge, we designed a conceptual framework named GLIMPSE based on constructs used to evaluate user experiences with games. Its applicability was tested through a questionnaire that collected 241 valid responses from users of gaming forums and communities. An analysis was drawn to identify correlations between the data collected from the questionnaire, and its results revealed significant statistical data highlighting age and gender-wise differences from participants’ opinions.
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Dorney, Erin. "The user experience librarian". College & Research Libraries News 70, nr 6 (1.06.2009): 346–47. http://dx.doi.org/10.5860/crln.70.6.8201.

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Sampaio, Alberto. "Quantifying the user experience". ACM SIGSOFT Software Engineering Notes 38, nr 1 (23.01.2013): 57–58. http://dx.doi.org/10.1145/2413038.2413056.

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Sampson, Fred. "STC and user experience". Interactions 12, nr 3 (maj 2005): 37–38. http://dx.doi.org/10.1145/1060189.1060215.

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Sherman, Paul, i Whitney Quesenbery. "Engineering the user experience". Interactions 12, nr 3 (maj 2005): 38–40. http://dx.doi.org/10.1145/1060189.1060216.

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Sidorko, Peter Edward, i Esther Woo. "Enhancing the user experience". Library Management 29, nr 8/9 (24.10.2008): 641–56. http://dx.doi.org/10.1108/01435120810917279.

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Miller, J. "The user experience [Internet]". IEEE Internet Computing 9, nr 5 (wrzesień 2005): 90–92. http://dx.doi.org/10.1109/mic.2005.113.

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Russell, Daniel M. "User experience research group". ACM SIGCHI Bulletin 30, nr 2 (kwiecień 1998): 90–94. http://dx.doi.org/10.1145/279044.279166.

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Rusu, Cristian, Virginica Rusu, Silvana Roncagliolo i Carina González. "Usability and User Experience". International Journal of Information Technologies and Systems Approach 8, nr 2 (lipiec 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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Arnowitz, Jonathan. "The SIGCHI user experience". ACM SIGCHI Bulletin - a supplement to interactions 2003 (styczeń 2003): 3. http://dx.doi.org/10.1145/601798.601800.

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Muqsithoh, Sita Widad, Septi Andryana i Ira Diana Sholihati. "Perancangan User Experience Aplikasi Pendaftaran Kunjungan Puskesmas Menggunakan Metode User Experience Lifecycle". SMATIKA JURNAL 12, nr 01 (4.07.2022): 102–13. http://dx.doi.org/10.32664/smatika.v12i01.583.

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Sektor kesehatan merupakan salah satu sektor penting dari pemerintah yang sangat berpotensial untuk dapat di tingkatkan dengan kehadiran teknologi informasi. Puskesmas Kecamatan Ciputat Timur yang menjadi salah satu pusat pelayanan kesehatan di daerah Kota Tangerang Selatan selalu meningkatkan perkembangan teknologi yang dimilikinya. Dengan jumlah kunjungan pasien yang cukup banyak menyebabkan masalah anterian kunjungan yang memakan waktu relatif lama ketika mendaftar dalam loket pelayanan. Keuntungan metode User Experience Lifecycle yang diterapkan pada proses pengembangan aplikasi pendaftaran online kunjungan puskesmas mobile ini dimulai dari tahap analisis yang memahami kebutuhan pengguna melalui metode pengumpulan data. Tahap desain dengan pembuatan Wireframe. Hasil desain diimplementasikan dalam bentuk Prototipe High-Fidelity berbasis mobile dan hasil diuji menggunakan System Usability Scale (SUS). Evaluasi prototipe dapat menunjukan hasil keseluruhan aplikasi berhasil membantu pengguna dalam efisiensi pendaftaran online kunjungan puskesmas.
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Ratmoko, Eirene, i Magdalena Pakereng. "ANALISIS USER EXPERIENCE MAHASISWA TERHADAP SISTEM INFORMASI SIASAT MENGGUNAKAN USER EXPERIENCE QUESTIONNAIRE". Jurnal Teknik Informasi dan Komputer (Tekinkom) 5, nr 1 (30.06.2022): 11–18. http://dx.doi.org/10.37600/tekinkom.v5i1.498.

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The current development of information systems needs to be reviewed whether the quality of the information system is able to answer the needs of its users. One of the information system technologies is the Satya Wacana Academic Information System (SIASAT), which until now there has been no research that discusses the level of user experience satisfaction when using the SIASAT. Therefore, an analysis of the student SIASAT user experience was carried out using the User Experience Questionnaire (UEQ) method. UEQ is a measurement measured from aspects of its use and aspects of experience including compressive impressions with a questionnaire scale. UEQ has 26 questions covering 6 scales, including the attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty scales. The final result of the study concluded that for the attractiveness scale, the evaluation value was normal and the benchmark was Bad. The perspicuity scale gets a positive evaluation value and the benchmark is Above Average. The efficiency scale gets a normal evaluation value and a Bad benchmark. The dependability scale gets normal evaluation values and Bad benchmark. The stimulation scale gets a normal evaluation value and a Bad benchmark. The novelty scale gets a negative evaluation score and the benchmark is Bad.
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Hidayat, A., i V. G. Utomo. "User experience measurement of adaptive online module system using user experience questionnaire". Journal of Physics: Conference Series 1918, nr 4 (1.06.2021): 042146. http://dx.doi.org/10.1088/1742-6596/1918/4/042146.

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Prasetyaningsih, Sandi, i Widya Putri Ramadhani. "Analisa User Experience pada TFME Interactive Learning Media Menggunakan User Experience Questionnaire". JURNAL INTEGRASI 13, nr 2 (31.10.2021): 147–57. http://dx.doi.org/10.30871/ji.v13i2.3180.

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Multimedia interaktif merupakan media pembelajaran yang memanfaatkan teknologi untuk memudahkan proses pembelajaran. Beberapa sekolah maupun lembaga pendidikan mulai menggunakannya sebagai media pembelajaran, salah satunya Teaching Factory Manufacturing of Electronics (TFME) Politeknik Negeri Batam menggunakan TFME Interactive Learning Media sebagai media pembelajaran interaktif. Tujuan penelitian ini adalah membuat media pembelajaran interaktif berbasis website dan mengetahui kualitas pengalaman pengguna terhadap TFME Interactive Learning Media. Implementasi produk menggunakan model perancangan ADDIE dengan lima tahapan yaitu analysis, design, development, implementation, dan evaluation. Penelitian ini menggunakan metode penelitian kuantitatif berdasarkan user experience questionnaire (UEQ) yang mempunyai enam skala utama yaitu novelty, perspicuity, dependability, efficiency, attractiveness, dan stimulation. Hasil penelitian menunjukkan bahwa produk tersebut dapat menjadi media pembalajaran interaktif bagi mahasiswa dan semua aspek UEQ memiliki nilai rata-rata > 0.8 yaitu novelty (1.03), perspicuity (1.09), dependability (1.18), efficiency (1.15), attractiveness (1.23), dan stimulation (1.20).
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Fadillah, Muhammad Arfan, Amak Yunus i Alex Endy Budianto. "ANALISIS USER EXPERIENCE PADA AUGMENTED REALITY ORGANOLOGY MENGGUNAKAN USER EXPERIENCE QUESTIONNAIRE (UEQ)". JATI (Jurnal Mahasiswa Teknik Informatika) 6, nr 2 (7.08.2022): 512–18. http://dx.doi.org/10.36040/jati.v6i2.4888.

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Augmented Reality merupakan salah satu inovasi teknologi yang memberikan manfaat bagi manusia. Salah satunya adalah AR Organology, AR Organology merupakan aplikasi yang mempelajari tentang sistem pencernaan dan pernfasan pada manusia. User experience adalah tanggapan pengguna atas respon dari penggunaan suatu sistem. user experience yang baik merupakan kunci sebuah produk interaktif, oleh karena itu untuk meningkatkan produk terkait aspek kualitas maka mengukur user experience penting dilakukan dengan cara yang efisien, sehingga tujuan penelitian ini adalah mengukur dan mengetahui kualitas aplikasi berdasarkan pengukuruan user experience menggunakan user experience questionnaire (UEQ). UEQ adalah metode analisis berupa kuesioner yang menggunakan 26 item dari 6 variabel. Sampel penelitian ini adalah 113 siswa MTs kelas VIII. Dengan hasil yaitu daya tarik 1.865, kejelasan 1.891, efisiensi 1.723, ketepatan 1.557, stimulasi 1.868, kebaruan 1.833. Kemudian hasil kualitas dengan nilai daya tarik 1.87, kualitas pragmatis 1.72, kualitas hedonis 1.85. Kesimpulan penelitian ini bahwa aplikasi augmented reality Organology memiliki evaluasi positif dari segi user experience dan kualitas aplikasi berdasarkan pengukuran user experience.
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