38,996 research outputs found

    Perancangan Ui/Ux Untuk Media Tutorial Pembuatan Aset Visual Bagi Orang Tua Penyandang Disabilitas

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    Creative Business of Difabel Community or CIDCO is a creative business community parents and children with disabilities, especially mentally and intellectually, in the form of SMEs (Small and Medium Enterprises). These persons with disabilities are managed by their parents, so the management concept of CIDCO is family based. This is in accordance with with the government’s mission as stated in the Law of Disabilities no. 8 of 2016. In practice, parents find it difficult to understand the flow of production management, especially in terms of design concepts, technical manuals or digital visual asset creation. So we need tutorial media with methods that are effective and easy to understand, because the characteristics of parents are still unfamiliar with these three aspects. As the first step, this research aims to design UI/UX as the basic aspect of the tutorial scope includes user compatibility analysis, human computer interaction and UI/UX prototypes. The research method with experimental specifications, where the prototype will be tested on the user so that it can be determined as the basis for the next research, namely the develpoment of tutorial media in the form of an application

    Strategies That Improve UX (User Experience) Design Through Product Innovation

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    User Experience (UX) design improvement can alter business results. Information technology (IT) company leaders are concerned with UX design improvement, as it is the number one indication of product innovation success and user satisfaction. Grounded in Christensen’s disruptive innovation theory, the purpose of the qualitative single case study was to explore strategies IT company leaders and UX designers used to identify critical UX design elements that lead to improved product innovations. The participants were five IT company leaders and a focus group of four UX designers employed by a sizeable telecom organization in Beijing, China. The data were collected from five semistructured interviews and the focus group discussion. Through thematic analysis, five themes emerged: cultivate a user-centered company culture, improve UX design basic factors, focus on the users, measure UX design key performance indicators, and optimize the UX design process. The primary recommendation is for business leaders to cultivate a user-centered culture through building a user-centered belief across the organization and reaching support from the senior management. The implications for positive social change include the potential to develop useful products that may help users solve real-life problems and enhance their quality of life

    Invited Article: The Future of CRM is UX

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    Background: This paper connects several sides of the web and mobile usages in business. The idea is to utilize Customer Relations Management (CRM) as the vehicle to establish connection from Web one and Web two into Web three. Objectives: This paper has the main purpose combine efforts in developing business strategies into general path of future Web development. Methods/Approach: Using the extensive literature, business cases and software trends in the area, the paper is focused on predicting the future in the area of the business trends in Information Technology (IT). Results: After discussion of the development using selected milestones: CRM is supported by the Social Networks (SN) and is enabled by Cloud Computing (CC), we were able to achieve the predictions. Conclusions: The final conclusion is in the convergence of the business efforts and SN methods on the new paradigm called the User eXperience (UX)

    APLU Adaptive Courseware Grant, A Case Study: Implementation at the University Of Mississippi

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    Learning Management Systems (LMS) have been the main vehicle for delivering and managing e-learning courses in educational, business, governmental and vocational learning settings. Since the mid-nineties there is a plethora of LMS in the market with a vast array of features. The increasing complexity of these platforms makes LMS evaluation a hard and demanding process that requires a lot of knowledge, time, and effort. Nearly 50% of respondents in recent surveys have indicated they seek to change their existing LMS primarily due to user experience issues. Yet the vast majority of the extant literature focuses only on LMS capabilities in relation to administration and management of teaching and learning processes. In this study the authors try to build a conceptual framework and evaluation model of LMS through the lens of User Experience (UX) research and practice, an epistemology that is quite important but currently neglected in the e-learning domain. They conducted an online survey with 446 learning professionals, and from the results, developed a new UX-oriented evaluation model with four dimensions: pragmatic quality, authentic learning, motivation and engagement, and autonomy and relatedness. Their discussion on findings includes some ideas for future research

    Quality Management of Learning Management Systems: A User Experience Perspective

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    Learning Management Systems (LMS) have been the main vehicle for delivering and managing e-learning courses in educational, business, governmental and vocational learning settings. Since the mid-nineties there is a plethora of LMS in the market with a vast array of features. The increasing complexity of these platforms makes LMS evaluation a hard and demanding process that requires a lot of knowledge, time, and effort. Nearly 50% of respondents in recent surveys have indicated they seek to change their existing LMS primarily due to user experience issues. Yet the vast majority of the extant literature focuses only on LMS capabilities in relation to administration and management of teaching and learning processes. In this study the authors try to build a conceptual framework and evaluation model of LMS through the lens of User Experience (UX) research and practice, an epistemology that is quite important but currently neglected in the e-learning domain. They conducted an online survey with 446 learning professionals, and from the results, developed a new UX-oriented evaluation model with four dimensions: pragmatic quality, authentic learning, motivation and engagement, and autonomy and relatedness. Their discussion on findings includes some ideas for future research

    Leading Change through User Experience: How End Users Are Changing the Library

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    Cline Library is centrally located on the Northern Arizona University (NAU) campus in Flagstaff, Arizona. The library has a staff of sixty-two, and an additional forty-six student staff. According to the Carnegie Classification of Institutions of Higher Education, NAU is classified as “R2: Doctoral Universities—Higher Research Activity.” Founded in 1899 with twenty-three students, NAU is now a public university with over 30,000 undergraduate and graduate students who learn on campus and online, across the state and beyond. NAU has built a reputation for research and scientific discovery, and over 1,000 undergraduates present at the annual Undergraduate Research Symposium. From the beginning, NAU placed students at the center, and students are the driving force behind what Cline Library does. Through a strategic planning process now underway, users and staff imagine the future for Cline Library as a people-focused experiential learning environment, which is dynamic, is proactive to user needs, and promotes both individual discovery and creative collaboration. The library’s newly crafted mission and vision state

    How Design Plays Strategic Roles in Internet Service Innovation: Lessons from Korean Companies

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    In order to survive in the highly competitive internet business, companies have to provide differentiated services that can satisfy the rapidly changing users’ tastes and needs. Designers have been increasingly committed to achieving user satisfaction by generating and visualizing innovative solutions in new internet service development. The roles of internet service design have expanded from a narrow focus on aesthetics into a more strategic aspect. This paper investigates the methods of managing design in order to enhance companies’ competitiveness in internet business. The main research processes are to: (1) explore the current state of internet service design in Korea through in-depth interviews with professional designers and survey questionnaires to 30 digital design agencies and 60 clients; (2) compare how design is managed between in-house design groups and digital design agencies though the case studies of five Korean companies; and (3) develop a taxonomy characterizing four roles of designers in conjunction with the levels of their strategic contributions to internet service innovation: visualist, solution provider, concept generator, and service initiator. In addition, we demonstrate the growing contributions of the strategic use of design for innovating internet services, building robust brand equity, and increasing business performance. Keywords: Design Management; Internet Business; Internet Service Design; Digital Design; Digital Design Agency; In-House Design Group, Case Study</p
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