3 research outputs found

    Development of a Shared UX Vision Based on UX Factors Ascertained Through Attribution

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    User experience (UX) is an important quality in differentiating products. For a product team, it is a challenge to develop a good positive user experience. A common UX vision for the product team supports the team in making goal-oriented decisions regarding the user experience. This paper presents an approach to developing a shared UX vision. This UX vision is developed by the product team while a collaborative session. To validate our approach, we conducted a first validation study. In this study, we conducted a collaborative session with two groups and a total of 37 participants. The group of participants comprised product managers, UX designers and comparable professional profiles. At the end of the collaborative session, participants had to fill out a questionnaire. Through questions and observations, we identified ten good practices and four bad practices in the application of our approach to developing a UX vision. The top 3 good practices mentioned by the participants include the definition of decision-making procedures (G1), determining the UX vision with the team (G2), and using general factors of the UX as a basis (G3). The top 3 bad practices are: providing too little time for the development of the UX vision (B1), not providing clear cluster designations (B2) and working without user data (B3). The results show that the present approach for developing a UX vision helps to promote a shared understanding of the intended UX in a quickly and simply way

    An examination of student user experience (UX) and perceptions of remote invigilation during online assessment

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    This study aimed to understand the effects of a custom-developed, artificial intelligence–based, asynchronous remote invigilation system on the student user experience. The study was conducted over 3 years at a large Australian university, and findings demonstrate that familiarity with the system over time improved student attitudes towards remote invigilation. Positive experiences were found to be related to ease of use and convenience for test sitting. The majority of students reported that it was important for the institution to have approaches such as remote invigilation to discourage cheating and they believed that the system was useful in this regard. Perceived technical problems were found to invoke feelings of anxiety with being remotely invigilated, and students suggested that greater clarity on expectations of appropriate behaviour, privacy and data security would help alleviate discomfort and improve the system. Implications for practise or policy: Educators can improve the student user experience of remote invigilation by ensuring that students are provided the opportunity to practise and become familiar with using remote invigilation software before any summative assessment task. Administrators should provide clear policy guidance about the management of student data collected during remotely invigilated assessment tasks

    Developing human-centred framework and guidelines for disc golf application design

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    Abstract. Disc golf is an increasingly popular sport, especially in Finland and the USA. The disc golf industry and Professional Disc Golf Association have proceeded in the digital transformation; therefore, disc golf applications have penetrated the markets. There is a need for evaluating and developing the current quality of disc golf application design and looking for general guidelines for designing comprehensive applications. This thesis aims to study what kind of framework is hidden behind the disc golf application design from a human-centred perspective when also several stakeholders are concerned. The study is based on theoretical and empirical research. Theoretical research is conducted by literary review of existing disc golf application design guidelines, together with human-centred design, user-centred design, and stakeholder-centred design theory and methodologies in general. Nevertheless, a research gap is found as far as disc golf, golf, and sports application design are concerned. Thus, the review expands to study field practitioners and mobile health context. The literary review also examines disc golf as a sport and in numbers, together with current disc golf applications. Empirical research adapts human-centred design methods by studying users’ expectations, needs, and wishes in the mean of questionnaires, and interviews. Also, the context of use is identified and visited, user requirements are mapped, disc golf personas are created, and the disc golf application’s stakeholders are identified. Then, the method adapted from service-dominant logic is used for preparing value proposals for all disc golf application users, and other stakeholders. By adapting the design guidelines from the literature and empirical findings, the human-centred guidelines for disc golf application design (HGDG) framework is presented as the first main finding of the thesis. The HGDG framework can be used for disc golf application design and ensuring the usage of the human-centred approach. The second main finding, 15 design guidelines and instructions for disc golf application design reinforces the HGDG framework. The third main finding suggests using 15 design guidelines as a metric for evaluating if the designed application achieves an ideal win-win-…-win situation between of application provider, users, and other stakeholders
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