Making Order in User Experience Research to Support Its Application in Design and Beyond
Abstrak
The term User Experience (UX) was introduced to define the dynamics of the human-product interaction, and it was thought that design would have been a main recipient of UX research. However, it can be claimed that the outcomes of UX studies were not seamlessly transferred into design research and practice. Among the possible reasons, this paper addresses the fragmentary knowledge ascribable to the field of UX. The authors reviewed the literature analyzing the conceptual contributions that interpret UX, proposing definitions and/or a theoretical framework. This allowed the authors to provide an overview of recurring elements of UX, highlighting their relationships and affecting factors. This research aims to clarify the overall understanding of UX, along with its key components (the user, interaction, the system, and context) and dimensions (ergonomic, affective, and the cognitive experiences). The authors built a semantic construction inspired by the structure of a grammatical sentence to highlight the relationship between those components. Therefore, UX is defined by a subject/user who performs an action-interaction towards an object-system. A complement-context better defines the condition(s) where the action-interaction takes place. This work is expected to lay the foundations for the understanding of approaches and methods employed in UX studies, especially in design.
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A. Berni Y. Borgianni
27 Juli 2021
Abstract The concept of User Experience (UX) dates back to the 1990s, but a shared definition of UX is not available. As design integrates UX, different interpretations thereof can complicate the possibility to build upon previous literature and develop the field autonomously. Indeed, by analysing the literature, UX emerges as a cauldron of related and closely linked concepts. However, it is possible to find recurring attributes that emerge from those definitions, which are ascribable to two foci: the fundamental elements of the interaction (user, system, context) and typologies of experience (ergonomic, cognitive, and emotional). Those are used to build a framework. We have preliminarily investigated how UX is dealt with in design by mapping a sample of UX-related experimental articles published in design journals. We classified UX case studies based on the framework to individuate the UXs that emerge most frequently and the most studied ones in the design field. The two-focus framework allows the mapping of experiments involving UX in design, without highlighting specific favorable combinations. However, comprehensive studies dealing with all elements and UX typologies have not been found.
A. Fatwanto I. Nugraha
13 September 2021
User Experience (UX) is a term that has received a lot of attention in the last decade. The number of industries whose consider the importance of implementing the UX design process within their development cycle has increased. Therefore, we think it is important to investigate how UX design processes are implemented in the industries. In this research, we take a qualitative approach with descriptive methods by investigating six information technology companies in Indonesia. As a result, we found that most of these information technology companies implement the UX design process as part of their operation and consider that the UX design process is an important part of software development. Each company has its order and priorities in regard to the UX design processes and only follows their established UX design process framework in order to meet their product development requirements. We also found that there are different UX design process approaches from these six companies.
H. Kivijärvi Karoliina Pärnänen
26 Desember 2021
ABSTRACT The purpose of this study is to examine the success and failure of Human Computer Interactions (HCIs). In particular, we try to find out the key factors contributing to the usability of HCI and a satisfying user experience, and how these two key concepts are interrelated. Based on previous research in the field we demonstrate how an initially multidimensional and complicated phenomenon can be explained and predicted by a relatively simple research model. After the theoretical discussion, this paper develops a research model for measuring usability and the level of satisfaction of the user experience. The model suggests that both key concepts have their own antecedents, but a satisfying user experience necessitates a highly usable interface with the system. Quantitative empirical research was carried out in order to test the hypotheses inherent in the research model, and the data were analyzed using the partial least squares (PLS) method. Study findings support the main hypothesis that a satisfying user experience is grounded in the usability of the system. Considering both direct and indirect effects, it seems that the most significant driver behind users’ satisfaction is operability, followed by interface esthetics. Nevertheless, it is important to note that comfort, pleasure, trust, and usefulness are quite strong predictors of a satisfying user experience, too. These attributes should not be forgotten when one is in pursuit of a comprehensive design policy in practice.
Wei Xu
13 Februari 2023
The field of user experience (UX) based on the design philosophy of"user-centered design"is moving towards the intelligence era. Still, the existing UX paradigm mainly aims at non-intelligent systems and lacks a systematic approach to UX for intelligent systems. Throughout the development of UX, the UX paradigm shows the evolution characteristics of the cross-technology era. At present, the intelligence era has put forward new demands on the UX paradigm. For this reason, this paper proposes a"UX 3.0"paradigm framework and the corresponding UX methodology system in the intelligence era. The"UX 3.0"paradigm framework includes five categories of UX methods: ecological experience, innovation-enabled experience, AI-enabled experience, human-AI interaction-based experience, and human-AI collaboration-based experience methods, each providing corresponding multiple UX paradigmatic orientations. The proposal of the"UX 3.0"paradigm helps improve the existing UX methods and provides methodological support for the research and applications of UX in developing intelligent systems. Finally, this paper looks forward to future research and applications of the"UX 3.0"paradigm.
S. Ramli Andi Nursyuhada Abdul Kadir Mohd Shahrizal bin Dolah + 1 lainnya
28 Desember 2020
This preliminary study aims to introduce User Experience (UX) and User Interface (UI) as a new recipe that could be implemented in academic culture to make sure the adaptation human and technology will be more effective and improve the creative industry. This study uses a survey questionnaire on purposive sampling to investigate the knowledge perception of 30 design practitioners and structured interview of 9 random samplings to know their perspectives. This study concluded that 60% of design practitioners realize the needs of this new approach, while the interview leads to the three main themes: acceptance level, vitality awareness and tendency expectation. Keywords: Design Emotion, User Experience, User Interface, Academic Culture, Creative Industries eISSN: 2398-4287© 2020. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open access article under the CC BYNC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/10.21834/ebpj.v5iSI3.2551
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