133,187 research outputs found
Measuring Usability and User Experience of the Marketplace of Jogjaplaza.id Using UEQ and USE Questionnaire
Good USAbility and user experience are indicators to measure the quality of information system. Among multiple e-marketplace service providers, manager is expected to provide understandable and learnable service and enjoyable user experience. Jogjaplaza.id is an e-marketplace managed by local government for small medium enterprise. The aim of this paper is to measure USAbility and user experience of small medium enterprise towards Jogjaplaza.id. By using UEQmethod and USE Questionnaire, it could be concluded that Jogjaplaza.id is easy to understand and to learn. Jogjaplaza.id shows positive evaluation for pragmatic and hedonic aspects. However, users perceive lower level of innovation at Jogjaplaza.id. Users assume that the service provided by Jogjaplaza.id is not supporting e-commerce transaction although it is enjoyable and easy to use
Exploring the user experience through collage
We explore the use of collage in requirements elicitation, as a tool to support potential end-users in expressing their impressions, understanding, and emotions regarding a system
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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
Malicious User Experience Design Research for Cybersecurity
This paper explores the factors and theory behind the user-centered research
that is necessary to create a successful game-like prototype, and user
experience, for malicious users in a cybersecurity context. We explore what is
known about successful addictive design in the fields of video games and
gambling to understand the allure of breaking into a system, and the joy of
thwarting the security to reach a goal or a reward of data. Based on the
malicious user research, game user research, and using the GameFlow framework,
we propose a novel malicious user experience design approac
ANALISIS USER EXPERIENCE WEBSITE INFO TECH (I-LAB) MENGGUNAKAN USER EXPERIENCE QUESTIONNAIRE (UEQ)(STUDI KASUS : UNIVERSITAS MUHAMMADIYAH MALANG)
Teknologi saat ini sudah menunjukkan kemajuan yang sangat pesat, adapun faktor yang memicu perkembangan teknologi ini adalah kebutuhan manusia akan teknologi dan informasi yang cepat dan akurat. Salah satu bentuk pemanfaatan teknologi dengan adanya website infotech (I-Lab). Tujuan penelitian ini adalah untuk mengetahui user experience terhadap website Infotech (I-Lab). Penelitian ini menggunakan metode user experience questionnaire (UEQ) yang mempunyai enam skala utama yaitu Daya tarik, Kejelasan, Efisiensi, Ketepatan, Stimulasi, dan Kebaruan. Hasil penelitian menunjukkan bahwa website tersebut memiliki 4 aspek UEQ yang mendapatkan nilai rata-rata >0,8 yaitu Daya tarik (1,12), Kejelasan (1,34), Ketepatan (1,15), dan Stimulasi (0,81). Sedangkan aspek Efisiensi (0,76), dan Kebaruan (0,48) berada di bawah rata-rata. Saran yang dapat diambil dari hasil penelitian bahwa website Infotech (I-Lab)secara umum sudah sangat baik dalam memberikan pengalaman bagi para penggunanya, hal yang perlu ditingkatkan adalah dari sisi kemudahan dan keterbaruan aplikasinya
Critical Success Factors for Positive User Experience in Hotel Websites: Applying Herzberg's Two Factor Theory for User Experience Modeling
This research presents the development of a critical success factor matrix
for increasing positive user experience of hotel websites based upon user
ratings. Firstly, a number of critical success factors for web usability have
been identified through the initial literature review. Secondly, hotel websites
were surveyed in terms of critical success factors identified through the
literature review. Thirdly, Herzberg's motivation theory has been applied to
the user rating and the critical success factors were categorized into two
areas. Finally, the critical success factor matrix has been developed using the
two main sets of data.Comment: Journal articl
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