1,711,221 research outputs found
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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
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
Enhancing User Experience for Multi-Screen Social TV Streaming over Wireless Networks
Recently, multi-screen cloud social TV is invented to transform TV into
social experience. People watching the same content on social TV may come from
different locations, while freely interact with each other through text, image,
audio and video. This crucial virtual living-room experience adds social
aspects into existing performance metrics. In this paper, we parse social TV
user experience into three elements (i.e., inter-user delay, video quality of
experience (QoE), and resource efficiency), and provide a joint analytical
framework to enhance user experience. Specifically, we propose a cloud-based
optimal playback rate allocation scheme to maximize the overall QoE while upper
bounding inter-user delay. Experiment results show that our algorithm achieves
near-optimal tradeoff between inter-user delay and video quality, and
demonstrates resilient performance even under very fast wireless channel
fading.Comment: submitted to IEEE GLOBECOM 201
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
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
User quality of experience of mulsemedia applications
User Quality of Experience (QoE) is of fundamental importance in multimedia applications and has been extensively studied for decades. However, user QoE in the context of the emerging multiple-sensorial media (mulsemedia) services, which involve different media components than the traditional multimedia applications, have not been comprehensively studied. This article presents the results of subjective tests which have investigated user perception of mulsemedia content. In particular, the impact of intensity of certain mulsemedia components including haptic and airflow on user-perceived experience are studied. Results demonstrate that by making use of mulsemedia the overall user enjoyment levels increased by up to 77%
Framework for Electroencephalography-based Evaluation of User Experience
Measuring brain activity with electroencephalography (EEG) is mature enough
to assess mental states. Combined with existing methods, such tool can be used
to strengthen the understanding of user experience. We contribute a set of
methods to estimate continuously the user's mental workload, attention and
recognition of interaction errors during different interaction tasks. We
validate these measures on a controlled virtual environment and show how they
can be used to compare different interaction techniques or devices, by
comparing here a keyboard and a touch-based interface. Thanks to such a
framework, EEG becomes a promising method to improve the overall usability of
complex computer systems.Comment: in ACM. CHI '16 - SIGCHI Conference on Human Factors in Computing
System, May 2016, San Jose, United State
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