607,891 research outputs found

    User Experience in Digital Games

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    Redefining editorial experience: user experience & user interface design in digital publications

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    The publishing industry is facing a transition era, where the development of new digital technologies has led people to adopt new reading habits, where every day is less common to receive content in a piece of printed paper, and more and more common to do it through a screen. Digital publications have been present for a while, facing constant changes, so this theoretical-practical research aims to explore their transition, what they have done, and what are they doing to respond to their readers’ needs. Emphasized in digital magazines, the objective is to understand them from its roots, analyzing concepts related to editorial design and through theory and the work of designers who redefined the concept of publications on the screens. This theoretical part is complemented with the study of two areas of design that are related to the development of digital products: user experience and user interface. The two case studies presented, Wired and The New Yorker magazines explore what magazines that have lead the market in terms of innovation and design have done in recent years and how are they facing today’s challenges. In addition, in this critical analysis exploration, topics such as their online strategy, design of their apps, and their activity in social networks are explored. The practical project developed, seeks to apply the concepts explored in the theoretical part of the research, in order to respond to the needs of a cultural magazine of Mexico, La Tempestad. Through a survey, the reading habits of the target audience are analyzed to understand what readers are looking for and create a solution that is appropriate for them. A graphic proposal of a digital magazine in the form of an application is presented, with interactions, design, and navigational tools the app seeks to create a unique experience with their readers

    Analisis Kualitas User Experience pada Digital Library IT Telkom Berdasarkan Metode Intrinsic Motivation Inventory (IMI)

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    User experience menjadi fokus dari pengembangan sistem informasi, dari tradisional desain ke user centered. Begitupun dengan digital library harus memperhatikan user experience dalam konstruksinya. Hampir semua perguruan tinggi memiliki digital library, termasuk IT Telkom. Keberadaan digital library di IT Telkom sangat membantu warga kampus untuk mencari ebook, tugas akhir, tesis, jurnal, tutorial, dll secara online. Digital library IT Telkom harus memiliki kualitas user experienceyang baik karena user experience merupakan indikator penting dalam menentukan service quality.Untuk mengetahui kualitas user experiencedari digital library IT Telkom diperlukan suatu metode pengukur kualitas user experience. Pengukuran kualitas user experience ini didasarkan pada kriteria metode IMI yaitu interest/enjoyment, perceived competence, effort/importance, pressure/tension, perceived choise, value/usefullness, dan relatedness. Pengukuran user experience dilakukan melalui kuesioner kepada pengguna. Data hasil kuesioner kemudian diolah dan dianalisis sehingga diketahui kualitas user experience dari digital library IT Telkom. Kemudian dilakukan perbaikan kualitas user experiencedigital library IT Telkom dalam aspek design of website melalui impelementasi desain usulan. Setelah itu dilakukan pengujian terhadap implementasi yang telah dibuat melalui kuesioner kepada responden yang sama. Hasil kuesioner desain usulan dibandingkan dengan hasil kuesioner digital library IT Telkom. Hasil penelitian ini berupa rekomendasi perbaikan kualitas user experienceuntuk digital library IT Telkom berdasarkan aspek design of website yang dikelompokkan berdasarkan subscale IMI. Kata kunci: User Experience, digital library, IT Telkom, design of website, metode IM

    The journey to improve digital user experience

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    A library website is a confluence to connect users with resources, information and knowledge. In order to provide extensive information and knowledge for their users through library websites, academic libraries tend to subscribe to various technologies such as LibGuides, integrated library systems (ILSs), discovery services, and CONTENTdm. However, it is challenging to integrate a variety of technologies into a web presence for a more dynamic and holistic experience. This poster will describe the design project for usability and steps that the Indiana University Purdue University Indianapolis (IUPUI) University Library has undertaken to improve digital user experience on its website. In addition, the poster will demonstrate hands-on examples of how the IUPUI University Library has integrated and streamlined various technologies into a unified web presence through all library web pages

    Perbandingan User Experience Aplikasi Digital Wallet (Pengguna Go-Pay, OVO, DANA, dan LinkAja) Pada Mahasiswa Bandung

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    Abstrak. Penelitian ini bertujuan untuk mengetahui perbandingan user experience aplikasi digital wallet Go-Pay, OVO, DANA, dan LinkAja pada mahasiswa Bandung. Metode yang digunakan adalah metode non-probability sampling dengan jumlah sampel sebanyak 405 responden. Pengukuran user experience pada penelitian ini menggunakan HEART metrics yang berfokus pada pengguna. Analisis perbandingan menggunakan uji Kruskal Wallis H dengan software SPSS 23 menunjukkan hasil bahwa terdapat perbedaan Happiness, Engagement, Adoption, Retention, Task Success, dan User experience antara pengguna Go-Pay, OVO, DANA, dan LinkAja.Kata kunci: User experience, digital wallet, happiness, engagement, adoption, retention, task success.Abstract. The purpose of this study was to knew user experience's comparison of the digital wallet applications of Go-Pay, OVO, DANA, and LinkAja in Bandung Student. The method used is the non-probability sampling with a sample size of 405 respondents. The measurement of user experience in this study used HEART metrics that are measured to users. Analysis of comparative used the Kruskal Wallis H test with SPSS 23 software shows that there are differences in Happiness, Engagement, Adoption, Retention, Task Success, and User experience on Go-Pay, OVO, DANA, and LinkAja users.Keywords: User experience, digital wallet, happiness, engagement, adoption, retention, task success

    Perbandingan User Experience Aplikasi Digital Wallet (Pengguna Go-Pay, OVO, DANA, dan LinkAja) Pada Mahasiswa Bandung

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    Abstrak. Penelitian ini bertujuan untuk mengetahui perbandingan user experience aplikasi digital wallet Go-Pay, OVO, DANA, dan LinkAja pada mahasiswa Bandung. Metode yang digunakan adalah metode non-probability sampling dengan jumlah sampel sebanyak 405 responden. Pengukuran user experience pada penelitian ini menggunakan HEART metrics yang berfokus pada pengguna. Analisis perbandingan menggunakan uji Kruskal Wallis H dengan software SPSS 23 menunjukkan hasil bahwa terdapat perbedaan Happiness, Engagement, Adoption, Retention, Task Success, dan User experience antara pengguna Go-Pay, OVO, DANA, dan LinkAja.Kata kunci: User experience, digital wallet, happiness, engagement, adoption, retention, task success.Abstract. The purpose of this study was to knew user experience's comparison of the digital wallet applications of Go-Pay, OVO, DANA, and LinkAja in Bandung Student. The method used is the non-probability sampling with a sample size of 405 respondents. The measurement of user experience in this study used HEART metrics that are measured to users. Analysis of comparative used the Kruskal Wallis H test with SPSS 23 software shows that there are differences in Happiness, Engagement, Adoption, Retention, Task Success, and User experience on Go-Pay, OVO, DANA, and LinkAja users.Keywords: User experience, digital wallet, happiness, engagement, adoption, retention, task success

    Artefacts in the digital era

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    Conferência realizada na Universidade Aberta em Lisboa, de 16-17 de novembro de 2018.Artefacts of the digital culture and art are digital or computerbased in essence. They aim at enhancing meaningful experiences to the observer/user/enjoyer alone or in groups. In their most striking essence, these artefacts are not only objects to be passively appreciated, but bring virtual characteristics, eventually immersive, boosting interaction, leading the user/enjoyer to embark on a journey of aesthetic contemplation of a polysemic nature. A meaningful experience occurs when the subject classifies it as relevant and rewarding, embracing various kinds of experiences (aesthetic-contemplative, educational, playful, entertaining, historical, social, etc.).info:eu-repo/semantics/publishedVersio

    User interaction monitoring and analysis framework

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    An overview is given of a user interaction monitoring and analysis framework called BaranC. Monitoring and analysing human-digital interaction is an essential part of developing a user model as the basis for investigating user experience. The primary human-digital interaction, such as on a laptop or smartphone, is best understood and modelled in the wider context of the user and their environment. The BaranC framework provides monitoring and analysis capabilities that not only records all user interaction with a digital device (e.g. smartphone), but also collects all available context data (such as from sensors in the digital device itself, a fitness band or a smart appliances). The data collected by BaranC is recorded as a User Digital Imprint (UDI) which is, in effect, the user model and provides the basis for data analysis. BaranC provides functionality that is useful for user experience studies, user interface design evaluation, and providing user assistance services. An important concern for personal data is privacy, and the framework gives the user full control over the monitoring, storing and sharing of their data

    User Experience Design and Digital Nudging in a Decision Making Process

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    When using online nudges to steer people in the right direction while they are making a decision, there is usually one preferable outcome. What might happen if the user experience is inadequate, will the nudges still work or might they be undermined? In this paper we investigate the correlation between user experience and digital nudges in a decision making process. A user A/B test was conducted to investigate the problem. The test participants visited one of two websites that included the same nudges where they were nudged to choose option (a) instead of (b). The only difference in the websites was the quality of the user experience, one website design had a good user experience while the other one offered an inadequate user experience. The results showed that everyone who was assigned the good user experience chose (a), while two of the inadequate experience participants chose (b). The results indicate that user experience design can be used for digital nudging
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