Spelling suggestions: "subject:"userexperience"" "subject:"usersexperience""
221 |
Integrating User Experience (UX)Development with Agile SoftwareDevelopment Practices. : A Multiple Case Study Involving Organizations DevelopingInteractive Healthcare Technology (IHT) ApplicationsNadikattu, Srikar Reddy January 2016 (has links)
Context. User Experience has become key to product development in recent years, as manyorganizations have realized its role in maintaining high user acceptance ratings. User ExperienceDevelopment and Agile Software Development are two highly iterative processes and user-centricprocesses. While both methods stack up well theoretically, there are many challenges encountered whenthey are integrated together in real-world development scenarios. Similar to Agile development, UserExperience Development, has many phases: performing user research, gathering UCD (User-CenteredDesign) requirements, iterating design activities, and performing usability evaluation through user tests.Executing both processes in parallel and mapping their corresponding phases is a major issue andapplying these principles in development environment is even more challenging. This integration bearseven more significance in the field of healthcare technology, where user-centered requirements ofpatients and medical practitioners need to handled systematically, as there are a wide range ofspecifications that cater to unique individuals. Hence, a case study was conducted in two majororganizations involved in the development of Interactive Healthcare Technology (IHT) applications. Objectives. Through a case study, the author attempts to investigate the factors that influence theintegration between UX development and Agile methodologies. These factors include the contemporarytools, processes and methods (TPMs) that are being used integration and the challenges that persistwhen it is applied in industry. The study aims to analyze the Agile-UX development approaches of twodistinct organizations, involved in the same domain, to get an understanding of the mentioned factors. Methods. The multiple case study was conducted through interviews, surveys and direct observation.The qualitative data analysis of the surveys was done through thematic analysis. Quantitative dataanalysis was performed on the data gathered from the surveys. A literature review was conducted priorto the case study to gain knowledge on this issue, which also partially answers the research questions.The case study design was kept consistent across both organizations. Results. Through the results of the case study and a literature review, current UX development practicesin the industry have been identified. The challenges encountered at both case organizations have been studied. These results are further validated and contrasted with the results of the literature review.Following, a retrospection of the methods employed at the case environments, a set of recommendationsfor better integration was generated. A detailed comparative analysis of Agile-UX integration at twoorganizations has been documented. At the end a generic framework has been proposed based on theanalysis of results acquired. Conclusions. Numerous conclusions were drawn from the results and data analysis. Several challengeswere identified through the study, in addition to those suggested by relevant literature. Some of thesewere uniquely prevalent in the field of IHT development. It was found that dynamically changing usercenteredrequirements and late integration of usability and UX development with Agile practices werethe most profound challenges. Adoption of UCD techniques such as Design Studio played a positiverole in easing integration. Usability evaluation and user research are also major factors in the integrationprocess. Lack of time to iterate design and issues in scheduling and performing usability testing had abig impact. Involving users in the design and development process from an early stage is essential toensure high usability and good user experience of the product. The framework designed to counter thesechallenges, takes into account, all these aspects to provide a meticulous Agile-UX integrationframework. Some key conclusion drawn from this framework, are that the application of the “One SprintAhead” approach diminishes many challenges, while performing usability testing in parallel withsystem testing can support integration.
|
222 |
Metodologia para o design de interface de ambiente virtual centrado no usuárioPassos, Jaire Ederson January 2010 (has links)
A presente pesquisa objetiva propor uma metodologia que oriente o design de interface de ambiente virtual centrado no usuário que seja sistematizada como processo de desenvolvimento de produto, com princípios de design de interação e considerando aspectos de usabilidade e ergonomia, de modo a favorecer o trabalho do usuário, permitindo a apropriação do conteúdo e a execução das tarefas através das funcionalidades do sistema. Para consecução do trabalho foram investigados: os Elementos da Experiência do Usuário; as ferramentas de processo de desenvolvimento de produto; as técnicas da Engenharia de Software e os conceitos do Design de Interação. A combinação desses estudos deu origem à metodologia proposta nesta pesquisa. Destaca-se que essa metodologia integra a técnica do desdobramento da função qualidade (quality function deployment) a estudos usualmente adotados para o design de interface gráfica. Dessa forma, garantiu-se que as heurísticas de usabilidade encontrassem forte embasamento científico e que os requisitos técnicos refletissem as reais necessidades do usuário. O uso dessa ferramentas de projeto de produto garante, ainda, que a qualidade seja mantida em todas as etapas de design da interface. A aplicabilidade da metodologia foi verificada mediante o projeto de interface do módulo do desenvolvedor (professor/instrutor) do HyperCAL online. / This research aims to propose a methodology to guide the user-centered interface design of virtual environment that is systematized as product development process, with interaction design principles and considering aspects of usability and ergonomics, in order to promote the user's work, allowing the appropriation of content and execution of the tasks through system functionality. To achieve the study were investigated: the Elements of User Experience; the tools of product development process, the techniques of Software Engineering, and the concepts of Interaction Design. The combination of these studies gave rise to the methodology proposed in this research. It is noteworthy that this approach integrates the technique of quality function deployment for studies usually adopted for the interface graphical design. Thus, it was ensured that the usability heuristics had strong scientific basis and that the technical requirements reflect the real needs of the user. Using these tools of product design also guarantees that the quality is maintained at all stages of interface design. The applicability of the methodology was verified through the interface design of the developer's module (professor/instructor) of HyperCAL online.
|
223 |
Aspectos da apropriação de práticas do design da experiência do usuário por pequenas e médias empresas de tecnologias de informaçãoPERES, Angela Lima 16 June 2016 (has links)
Submitted by Fabio Sobreira Campos da Costa (fabio.sobreira@ufpe.br) on 2017-04-19T14:59:41Z
No. of bitstreams: 2
license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5)
TESE-ANGELALIMAPERES.pdf: 34877413 bytes, checksum: 3e0893cb09c8a391dcdb23c9255f03f5 (MD5) / Made available in DSpace on 2017-04-19T14:59:41Z (GMT). No. of bitstreams: 2
license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5)
TESE-ANGELALIMAPERES.pdf: 34877413 bytes, checksum: 3e0893cb09c8a391dcdb23c9255f03f5 (MD5)
Previous issue date: 2016-06-16 / A definição de estratégias ou modelos que descrevam objetivos e melhores práticas a serem seguidas são importantes referências no estabelecimento de processos de desenvolvimento
para empresas de diferentes portes. A adoção crescente de métodos ágeis e a importância também crescente da inclusão de práticas do design da experiência no processo de
desenvolvimento em métodos ágeis têm despertado interesse da comunidade científica, pois ainda são poucos os modelos e estratégias que prescrevem como esta adoção pode ser
realizada de forma conjunta. Para empresas de pequeno e médio porte, os desafios são maiores, pois os cenários que atuam são de enfrentamento de várias restrições quanto ao
orçamento, recursos materiais e humanos. Esta tese tem como objetivo propor uma estratégia para incorporação das práticas do design de experiência no ciclo de desenvolvimento de
software, em empresas de pequeno e médio porte da industria de software que adotam metodologias ágeis, a partir da observação de restrições e pontencialidades das práticas
sugeridas na literatura. Adotamos um paradigma qualitativo de pesquisa de forma a observar, analisar e interpretar as práticas dos sujeitos na tentativa de compreensão do fenômeno
investigado. Um estudo de campo envolveu trinta profissionais que analisaram as práticas sugeridas na literatura, em seu contexto de trabalho, e avaliaram a estratégia proposta. Os
resultados sugerem que uma estratégia que permita a seleção, adoção, capacitação e monitoramento de práticas, técnicas e artefatos de forma a atender organizações de menor
porte pode promover a inclusão e apropriação destas práticas no estabelecimento do processo da organização, observando as restrições de recursos no contexto estudado. Ao final, foi
possível propor uma estratégia que oriente e facilite a apropriação das práticas por organizações de pequeno e médio porte. A contribuição principal da tese consiste, portanto,
em uma estratégia que permita melhorias no processo de apropriação do design da experiência no cenário de metodologias ágeis em pequenas e médias empresas de tecnologia
da informação. / The definition of strategies or models that describe objectives and best practices to follow are
relevant references in establishing development processes for companies of different sizes. The increasing adoption of Agile methods and also increasing the importance of the inclusion
of the experience design practices in the development process in agile methods have attracted interest from the scientific community because few models and strategies prescribe how this
adoption can be carried out together. For small and medium-sized companies, the challenges are greater, because the scenarios that act are facing several constraints on the budget,
material, and human resources. This thesis aims to propose a strategy for incorporating the experience design practices in the software development cycle, in small and medium-sized
businesses software industry to adopt agile methodologies, from the observation of restrictions and potentialities of the suggested practices in literature. We adopted a qualitative
paradigm form of research to observe, analyze and interpret the practices of the subject in an attempt to understand the phenomenon investigated. A field study involved thirty
professionals who analyzed practices suggested in the literature in their work context and evaluated the proposed strategy. The results suggest that a strategy for the selection, adoption,
training and monitoring practices, techniques and forms to suit smaller organizations artifacts can promote inclusion and appropriation of these practices in the establishment of the
organization process, noting the resource constraints in the context studied. In the end, it was possible to propose a strategy to guide and facilitate the appropriation of practices for small
and medium-sized organizations. The main contribution of this thesis is, therefore, a strategy to improvements in the process of design experience appropriation in the scenario of agile
methodologies in small and medium enterprises of information technology.
|
224 |
Tuxel: A Technique for User eXperience Evaluation in e-LearningNakamura, Walter Takashi, 992473494 22 February 2018 (has links)
Submitted by Alisson Leda (alisson-brasil@outlook.com) on 2018-04-20T15:21:00Z
No. of bitstreams: 2
license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)
Dissertação_Walter_Nakamura.pdf: 2654157 bytes, checksum: f389f3f98501fcdfacce1b60b74aac8d (MD5) / Approved for entry into archive by Divisão de Documentação/BC Biblioteca Central (ddbc@ufam.edu.br) on 2018-04-20T18:59:48Z (GMT) No. of bitstreams: 2
license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)
Dissertação_Walter_Nakamura.pdf: 2654157 bytes, checksum: f389f3f98501fcdfacce1b60b74aac8d (MD5) / Approved for entry into archive by Divisão de Documentação/BC Biblioteca Central (ddbc@ufam.edu.br) on 2018-04-20T19:02:37Z (GMT) No. of bitstreams: 2
license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)
Dissertação_Walter_Nakamura.pdf: 2654157 bytes, checksum: f389f3f98501fcdfacce1b60b74aac8d (MD5) / Made available in DSpace on 2018-04-20T19:02:37Z (GMT). No. of bitstreams: 2
license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)
Dissertação_Walter_Nakamura.pdf: 2654157 bytes, checksum: f389f3f98501fcdfacce1b60b74aac8d (MD5)
Previous issue date: 2018-02-22 / FAPEAM - Fundação de Amparo à Pesquisa do Estado do Amazonas / The increasing interest in new learning technologies has led learning institutions and organizations to adopt powerful platforms designed to support the teaching and learning process, called Learning Management Systems (LMSs). The widespread adoption of LMSs raises the need to evaluate the quality in use of these platforms through attributes such as usability and User eXperience (UX). For instance, if the LMS does not provide a good usability, the learner will spend more time trying to understand how to use the platform rather than learning the educational content. Similarly, a positive UX is essential to make the platform more pleasuring, appealing and satisfactory to the learner. Although several studies have been conducted to evaluate LMSs, few techniques encompass both usability and UX. This work presents the development of a technique to evaluate the usability and UX of LMSs, called TUXEL, by means of Design Science Research methodology. Additionally, we developed a tool to support the evaluation process. We conducted two empirical studies in order to assess the feasibility of the technique, while comparing it with an existing technique from the literature. Results indicated that TUXEL allowed identifying a higher number of usability problems in comparison to an adapted version of the Heuristic Evaluation, while requiring less time. / .
|
225 |
Analýza vybraného e-shopu z hlediska User Experience a User Interface / Analysis of selected e-shop from the point of view of User Experience and User InterfaceTrachtová, Monika January 2017 (has links)
The main goal of this master thesis is to choose a more user-friendly e-shop option. This finding is achieved through several testing methods. As this is a user experience and user interface topic, the concepts of this topic are more closely approximated for better understanding of subsequent testing. Another approach is the testing methods used to ensure the goal of the thesis. The key part of the thesis is a practical one, which deals with the above-mentioned testing of two variants of e-shops. E-shops are tested using five-second test methods, eye-tracking measurements that become the most important test of this thesis, oral questionnaire and complementary emotional cards. Using eye-tracking measurements, visual maps are obtained that plot the visual field of each respondent. All results are processed, analyzed and subsequently interpreted to the final result.
|
226 |
Studying user experience: issues and problems of mobile services:– Case ADAMOS: User experience (im)possible to catch?Arhippainen, L. (Leena) 28 April 2009 (has links)
Abstract
User experience has become a popular term in research and industry. There has been a great attempt to study and design user experiences. This thesis gives a practical view to user experience studies and methods by reporting test settings and results of the ADAMOS case studies. The goal of the ADAMOS project was to investigate context- and action-sensitive services in terms of how users experience when the system can detect one’s location and actions, and then adjust according to this information. The aim of this thesis is to investigate problems and issues in studying user experiences of mobile services and to find out in which conditions the study of user experience is possible and meaningful.
As a contribution this thesis provides practical information for conducting user experience studies and evaluating experiences. The first contribution is a framework (U2E-Frame), which I created and improved iteratively in each test case. The framework is method-independent and it can be used for planning and conducting tests. The second contribution of the thesis is the practical view to all methods that are created, applied, presented and evaluated in this thesis. Especially during this thesis work three novel methods (Mobile Feedback, 3E-Diary and SUE methodology) have been developed and evaluated. The evaluation of the research methods illustrates that the best practice to study user experience is to use several methods together. This enables deeper understanding of user experiences. As the third contribution of this thesis I introduce a proposal of ten user experience heuristics for design and evaluation of user experiences. The aim of these heuristics is to enable designers to understand what meaning user experience has in product design. Developers can use these heuristics for designing and evaluating user experience aspects in product design.
This thesis presents the main challenges in user experience research: know what to study (comprehensive user experience), know how to study it (find appropriate methods) and know how to evaluate and design it (user experience heuristics). An answer to the research problem is that it is both possible and meaningful to study user experience when we know user experience targets, and features of the services we want to investigate, and we can use the most appropriate methods, ensure the participant’s commitment to the test and ensure analysing relationships between results collected with different methods.
|
227 |
Förbättra genom att förenkla : En fallstudie med fokus på användarupplevelse genom en iterativ designprocess / Improving by simplyfying : A case study focusing on the user experience through an iterative design processJungstrand, Susana, Dryselius, Petra January 2013 (has links)
Detta är en fallstudie där syftet är att med hjälp av The Lean Startup som arbetsmetod öka andelen nya och aktiva medlemmar på en specifik webbsida genom att förbättra användarupplevelsen. The Lean Startup är en iterativ metod som främst syftar till att utveckla nystartade företag och att anpassa produkterna för marknaden. I detta projekt har metoden applicerats på ett designprojekt. Insamlingen av data har skett genom både kvalitativa och kvantitativa metoder. De kvantitativa metoderna har fungerat som en kartläggning över målgruppens attityd, men också som ett verktyg för att mäta hur många besökare webbsidan hade innan och efter studien. Kvalitativa utvärderingar har genomförts i olika faser där syftet har varit att undersöka hur målgruppen upplever de designförslag och ändringar som presenterats. Studien visar att det fanns uppenbara problem med den ursprungliga webbsidan vad gäller design och interaktion. Användarupplevelsen av den nya designen. De designåtgärder som vidtagits är bland annat ändring av webbsidans struktur och känsla, ändring av namn på rubriker och verktyg och ändring av bildspråk. Studien visar att strukturförändringarna fungerar och att inga stora problem längre finns. Namnförändringarnahar lett till större förståelse av funktioner och navigation och vad gäller bildanpassning så har saknaden av bilder minskat. Designen har fått positiv respons och kopplingen till mat och hälsa är tydligare än förut. Utvärderingarna har gett tips och feedback för framtida åtgärder som utvecklarna kan ta till sig av. Arbetsmetoden The Lean Startup har visat sig fungera bra i detta interaktionsdesignprojekt och har gjort att arbetsprocessen effektiviserats och att produkten anpassats till marknaden. / This thesis is a case study in which the aim is to use The Lean Startup as a working method to increase the amount of new and active members of a specific website by improving the user experience. The Lean Startup is an iterative method that primarily aims at developing start-up companies and to adapt its products to the market. In this project, the method has been applied to a design project. Data collection was done by both qualitative and quantitative methods. The quantitative methods have been a survey of the target group’s attitude and an analysis which worked as a tool to measure how many visitors the website had before and after the study. Qualitative evaluations have been carried out in different ways where the aim has been to investigate how the audience experiences the design and the changes that have been presented. The study shows that there were obvious problems with the original website when it comes to design and interaction. The user experience of the new design (placed here when the results are measured). The changes made in the design include the change of structure and feeling of the website, change of names on the titles and tools, and imagery to the new structure. The study shows that the structural change is working and that no major problems longer exists. The change of names has led to greater understanding of the functions and the navigation and for the imagery, has the feeling of lack of images decreased. The design has received positive feedback and the link to food and health is more clear than before. The evaluations have provided advice and feedback for future actions that developers can keep in mind. The Lean Startup has proven to work well in this interaction design project and has made the work more efficient and the product adapted to the market.
|
228 |
Att leva med AutoCorrect : en studie om uppfattningen om AutoCorrects inverkan / Living with AutoCorrect : a study of the perception of AutoCorrect’s impactChan, Ronny, Plym, Linnéa January 2014 (has links)
The smartphone is part of our daily life. Smartphone users type on a screen area that is no larger than the palm of a hand. To help with this endeavor the software known as AutoCorrect was created. However little is known about how AutoCorrect actually change the language and if AutoCorrect users at all perceive the impact it has. This study aims to find out if our test subjects are aware of AutoCorrect’s presence and how much it influences them. To do this our test subjects had to use smartphones to type two different texts. After categorizing the spelling errors according to AutoCorrect’s algorithm weights we compared the test data with the information from the interviews to determine problematic areas caused by AutoCorrect when typing. Our research show that using AutoCorrect makes the process of typing faster since there is no need for a high accuracy. However it does not necessarily make a user finish typing a text faster since they frequently have to pause to process AutoCorrect’s suggestions and words that are marked as erroneous. If AutoCorrect marked a word as wrong but did not offer a suggestion the test subjects would doubt their own spelling and try different versions of the word until they found one they were satisfied with. This would significantly slow them down compared to if they had typed the text without AutoCorrect.
|
229 |
Case Study Of Mobile Internet User Experience / Case Study Of Mobile Internet User ExperienceAli, Waqas January 2012 (has links)
Mobile Internet is currently considered as the future for the Internet. Apparently the number of mobile handset sold as compared to desktop PCs is noticeable. These hints depict the potential of mobile Internet and the future market strongly relying on mobile devices. But at the same time mobile internet users are growing slower in numbers. Particularly in market where the internet access is very simple through computers, mobile internet users seems not very enthusiastic to use internet on mobile phones. Author of this study supposed on the basis of literature findings that this lack of interest is due to an unsatisfactory mobile internet user experience. This thesis work is an effort into the complex area of mobile internet and shed some light on how to improve user experience for mobile internet. The main focus of this research work is the identification of hurdles/challenges for mobile internet user experience and explores the concepts present in academia. In order to understand it properly, the author performed a systematic literature review (SLR). The overall objective of SLR is to examine the existing work on thesis study topic. This in depth study of literature revealed that mobile internet user experience is categorized into aspects, elements and factors by different researchers and considered as a central part of mobile internet user experience. There are few other factors that affect and make this job complicated and difficult such as usage context and user expectations. In this work current problems of the mobile internet user experience are identified systematically that never happened before and then discussed in a way that provide a better understanding of mobile internet user experience to academia. To fulfill the aim and objectives author of this study conducted the detailed systematic review analysis of the empirical studies from year 1998 to 2012. The research studies were identified from the most authentic databases that are scientifically and technically peer reviewed such as Scopus, Evillage, IEEE Xplore, ACM digital library. From SLR results, we have found different aspects, elements, factors and challenges of mobile internet user experience. The most common challenge faced by user and reported in academia was screen size, input facilities, usability of services, and data traffic costs. The information attained during this thesis study through academia (literature) is presented in a descriptive way which reflects that there is an emerging trend of using internet on mobile devices. Through this study author presented the influencing perspective of mobile internet user experience that needs to be considered for the advancement of mobile internet. The presented work adds contribution in a sense as to the best of knowledge no systematic review effort has been done in this area. / Silvergården 5b lgh 1404 Landskrona Sweden 0735645215
|
230 |
A Reliable Study of Software Reputation Based on User ExperienceCai, Xiao, Duan, Tie January 2009 (has links)
Many users have such experience that after downloading or buying a software product, it does not work well as you anticipated. However, it is lucky to some extent because many other users download malicious software applications from Internet directly. Those problems cause people to think carefully and seriously about reputation of software. As it is said, the software reputation is very important for users to buy or use software applications, especially for those people who have very few knowledge of computer technologies. Many researches provided various kinds of technical methods to verify whether a software product has good reputation or not. This paper mainly focuses on software reputation research based on user experience. Nowadays, one effective way to evaluate experience of users is Web Survey, which has increased in popularity because of its convenience, ease of use, low cost, and quickness in knowing the result of a survey. Web survey is widely used to gather user opinions on various purposes. However, most such systems are too weak to keep reliability, and sometimes with a complete fallacious result. After introducing a number of methodologies, we present a concept design of more reliable web survey system based on user experience of software products that are under estimation. Development tools and some web technologies are discussed, such as PHP and JavaScript that will be used in implementing the web survey system based on concept design of this paper in the future. PHP (Hypertext Preprocessor) is a simple and practical dynamic web page development language, and it is widely used as a multipurpose scripting language embedded in HTML (Hypertext Marked Language). JavaScript is a scripting language and is primarily used in the client-side for development of dynamic websites. Therefore, these two technologies are proper to be applied. In order to solve the defined research problems, only proposing a method of web survey is not sufficient. The more significant point is reliability of that designed system. Therefore, Digital Signature technology is introduced and described, which will be used for user verification in the system for strengthening reliability of the web survey. The digital signature is widely used in electronic commerce, and it can authenticate one user’s identity effectively. Another important technology that can increase the reliability of comments from users is Reading Registry. As the “Windows” system is the most popular operation system on personal computers today, we choose to study it in this paper. The registry is a basic database of windows system that records every software applications’ information there. So by reading the information in registry, it is easily known whether a user’s comment is valid or not. If the registry records the under estimation software, it means that user indeed used the software and his/her comments are worth consideration, otherwise the comments are too untruthful to be accepted. Although the web survey system is presented and illustrated by using concept design of this paper, a series of scenarios have been designed to test the real processes of the system. Three main series of scenarios were designed corresponding to digital signature method, registry check method and reputation calculation process respectively. After analyzing the process, those applied methods do strengthen the reliability of the web survey system. Admittedly, there are problems that are not under the control of the system. In the future work, we will carry on studies on them.
|
Page generated in 0.0755 seconds