139,701 research outputs found
Understanding user experience of mobile video: Framework, measurement, and optimization
Since users have become the focus of product/service design in last decade, the term User eXperience (UX) has been frequently used in the field of Human-Computer-Interaction (HCI). Research on UX facilitates a better understanding of the various aspects of the user’s interaction with the product or service. Mobile video, as a new and promising service and research field, has attracted great attention. Due to the significance of UX in the success of mobile video (Jordan, 2002), many researchers have centered on this area, examining users’ expectations, motivations, requirements, and usage context. As a result, many influencing factors have been explored (Buchinger, Kriglstein, Brandt & Hlavacs, 2011; Buchinger, Kriglstein & Hlavacs, 2009). However, a general framework for specific mobile video service is lacking for structuring such a great number of factors. To measure user experience of multimedia services such as mobile video, quality of experience (QoE) has recently become a prominent concept. In contrast to the traditionally used concept quality of service (QoS), QoE not only involves objectively measuring the delivered service but also takes into account user’s needs and desires when using the service, emphasizing the user’s overall acceptability on the service. Many QoE metrics are able to estimate the user perceived quality or acceptability of mobile video, but may be not enough accurate for the overall UX prediction due to the complexity of UX. Only a few frameworks of QoE have addressed more aspects of UX for mobile multimedia applications but need be transformed into practical measures. The challenge of optimizing UX remains adaptations to the resource constrains (e.g., network conditions, mobile device capabilities, and heterogeneous usage contexts) as well as meeting complicated user requirements (e.g., usage purposes and personal preferences). In this chapter, we investigate the existing important UX frameworks, compare their similarities and discuss some important features that fit in the mobile video service. Based on the previous research, we propose a simple UX framework for mobile video application by mapping a variety of influencing factors of UX upon a typical mobile video delivery system. Each component and its factors are explored with comprehensive literature reviews. The proposed framework may benefit in user-centred design of mobile video through taking a complete consideration of UX influences and in improvement of mobile videoservice quality by adjusting the values of certain factors to produce a positive user experience. It may also facilitate relative research in the way of locating important issues to study, clarifying research scopes, and setting up proper study procedures. We then review a great deal of research on UX measurement, including QoE metrics and QoE frameworks of mobile multimedia. Finally, we discuss how to achieve an optimal quality of user experience by focusing on the issues of various aspects of UX of mobile video. In the conclusion, we suggest some open issues for future study
SeMA: A Design Methodology for Building Secure Android Apps
UX (user experience) designers visually capture the UX of an app via
storyboards. This method is also used in Android app development to
conceptualize and design apps.
Recently, security has become an integral part of Android app UX because
mobile apps are used to perform critical activities such as banking,
communication, and health. Therefore, securing user information is imperative
in mobile apps.
In this context, storyboarding tools offer limited capabilities to capture
and reason about security requirements of an app. Consequently, security cannot
be baked into the app at design time. Hence, vulnerabilities stemming from
design flaws can often occur in apps. To address this concern, in this paper,
we propose a storyboard based design methodology to enable the specification
and verification of security properties of an Android app at design time.Comment: Updates based on AMobile 2019 review
The Contemporary Understanding of User Experience in Practice
User Experience (UX) has been a buzzword in agile literature in recent years.
However, often UX remains as a vague concept and it may be hard to understand
the very nature of it in the context of agile software development. This paper
explores the multifaceted UX literature, emphasizes the multi-dimensional
nature of the concept and organizes the current state-of-the-art knowledge. As
a starting point to better understand the contemporary meaning of UX assigned
by practitioners, we selected four UX blogs and performed an analysis using a
framework derived from the literature review. The preliminary results show that
the practitioners more often focus on interaction between product and user and
view UX from design perspective predominantly. While the economical perspective
receives little attention in literature, it is evident in practitioners
writings. Our study opens up a promising line of request of the contemporary
meaning of UX in practice.Comment: 8 pages, 1 figure, 3 table
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Foregrounding accessibility for user experience design
textI am interested in creating generative tools and techniques for designing accessible user experiences for end users. As a user experience designer, I am working on embracing the web accessibility standards and guidelines and including them from the beginning of the User Experience (UX) design process. My projects are directed at facilitating design students and professionals to understand two things: that the broad concept of web accessibility is important, and how they can embed web accessibility into the UX design process at a very early stage. To do this, I used different media (website, posters and videos etc.) to create awareness and educate designers in an interesting, simple and engaging way. In this report, I will discuss the definition and role of accessible design, identify limitations in existing tools and methods, and demonstrate how future designers might research, prototype, analyze, and implement their designs for all users.Desig
Enterprise Experience into the Integration of Human-Centered Design and Kanban
he integration of Human-Centered Design (HCD) and Agile Software Development (ASD) promises the
development of competitive products comprising a good User Experience (UX). This study has investigated
the integration of HCD and Kanban with the aim to gain industrial experiences in a real world context. A
case study showed that requirements flow into the development process in a structured manner by adding a
design board. To this end, the transparency concerning recurring requirements increased. We contribute to
the body of knowledge of software development by providing practical insights into Human-Centered Agile
Development (HCAD). On one hand, it is shown that the integration of HCD and Kanban leads to a product
with a good UX and makes the development process more human-centered. On the other hand, we conclude
that a cross-functional collaboration speeds up product development.Ministerio de Economía y Competitividad TIN2013-46928-C3-3-RMinisterio de Economía y Competitividad TIN2015-71938-RED
PENGALAMAN PENGGUNA DALAM RANCANGAN APLIKASI PEMESANAN TIKET KERETA API MYTRAIN MENGGUNAKAN PENDEKATAN METODE UX JOURNEY
Problem: User experience (UX) has become a major focus in modern application design. In the context of ordering train tickets, the My Train application has implemented the UX Journey method approach to improve the quality of services provided to users. This research aims to explore the user experience in using the My Train application and evaluate the effectiveness of the UX Journey approach in improving the user experience. The discussion of the problem is how implementing UX Journey affects the user experience in the My Train application. The research method used is a qualitative approach with data collection through in-depth interviews with users who have used the My Train application. Method: In this method, researchers explore users' views and experiences in interacting with the application. We also seek a deep understanding of the challenges they face and the extent to which the UX Journey approach has provided solutions. Results: The research results show that applying the UX Journey approach to the My Train application has had a positive impact on the user experience. Users reported significant improvements in terms of easier navigation, clearer information, and a more efficient ordering process. Although there were several challenges, such as understanding new features and system response speed, improvements made based on user feedback have provided a satisfactory solution. Conclusion and development: It is hoped that the UX Journey approach can effectively improve the user experience in the My Train application. This provides valuable insights for the development of better services and can be adopted by similar applications in an effort to improve user experience. Furthermore, this research also opens up the potential for further development in the context of the UX Journey which can be applied in various industries and applications
A case study on cross-platform development frameworks for mobile applications and UX
Cross-platform development frameworks for mobile applications promise important advantages in cost cuttings and easy maintenance, posing as a very good option for organizations interested in the design of mobile applications for several platforms. Given that platform conventions are especially important for the User eXperience (UX) of mobile applications, the usage of a framework where the same code defines the behavior of the app in different platforms could have a negative impact in the UX. This paper describes a study where two independent teams have designed two different versions of a mobile application, one using a framework that generates Android and iOS versions automatically, and another team using native tools. The alternative versions for each platform have been evaluated with 37 users with a combination of a laboratory usability test and a longitudinal study. The results show that differences are minimal in the Android platform, but in iOS, even if a reasonably good UX can be obtained with the usage of this framework by an UX-conscious design team, a higher level of UX can be obtained directly developing with a native tool
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