User Experience Design

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Aaron Marcus - One of the best experts on this subject based on the ideXlab platform.

  • Chinese User-Experience Design: An initial analysis
    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 2015
    Co-Authors: Aaron Marcus, Stacey Baradit
    Abstract:

    The authors have conducted initial research and analysis of similarities and differences among Chinese and non-Chinese User-Experience Design (specifically Western, i.e., US versions) in Web, desktop, and mobile platforms. Characteristics studied include User-interface components (metaphors, mental models, navigation, interaction, appearance, and information Design/visualization); Experience objectives (usability, usefulness, appeal, fun, and aesthetic form, such as density, gridded organizations, etc.); social network and underlying organizational contexts (public vs. private; work, home, school, and shopping; and sharing (cooperation, communication, and collaboration); and persuasion or motivation characteristics (e.g., use of dashboard; journey maps; focused social networks; just-in-time knowledge; and incentives, such as games, leaderboards, rewards, awards, workshops, nostalgia shops, etc.). The authors propose initial patterns and an initial framework for further research, including the possibility of developing unique Chinese approaches to UX Design, Chinese UX guidelines, and eventually characteristics of unique Chinese approaches to operating systems, windowing systems, graphical User-interfaces, and applications for the Web, desktop, mobile, and wearables.

  • cross cultural User Experience Design
    International Conference on Computer Graphics and Interactive Techniques, 2011
    Co-Authors: Aaron Marcus
    Abstract:

    User Experiences for desktop, Web, mobile, game, and vehicle products/services must be usable, useful, and appealing across culturally diverse people, preferences, and expectations globally, even within a single country/language. Participants will learn practical principles and techniques immediately useful for analysis and Design, and will discuss each topic as time permits.Participants in this tutorial will learn: new terms and concepts to understand culture and dimensions of culture (e.g., power distance, individualism/collectivism, masculinity/femininity, uncertainty avoidance, and time orientation); how these example dimensions relate to the Design of User-interface components (metaphors, mental models, navigation, interaction, and appearance); how additional culture dimensions, models, and dimensions (e.g., persuasion, trust, intelligence, cognition) interact with basic culture-theory dimensions; practical trade-offs from studying several multi-national companies' Web efforts, best-of-breed set of culture dimensions derived from expert opinions, how mobile devices from Asia and the USA exhibit culture differences, how culture differences and similarities affect Web 2.0 and social networking Websites.

  • Cross-cultural User-Experience Design
    Proceedings of the 2006 International Symposium on Collaborative Technologies and Systems CTS 2006, 2006
    Co-Authors: Aaron Marcus
    Abstract:

    Designers of information visualization and User interfaces must take account of culture in the Design of metaphors, mental models, navigation, inter- action, and appearance. Culture models define dimensions of difference and similarity among groups of people regarding signs, rituals, heroes/heroines, and values. Examples on the Web reveal these dimensions. Developers will increas- ingly need to take into account culture and other factors in development to bet- ter ensure usability, usefulness, and appeal.

John Zimmerman - One of the best experts on this subject based on the ideXlab platform.

  • the overlaps and boundaries between service Design and User Experience Design
    Designing Interactive Systems, 2021
    Co-Authors: Virpi Roto, Jungjoo Lee, Effie Laichong Law, John Zimmerman
    Abstract:

    The ongoing transition within tech industry towards holistic service journey orchestration pushes User Experience Design (UXD) closer to service Design (SD). At the same time, new digital channels for traditional services pushes SD closer to UXD. The increasing interplay between UXD and SD can cause confusion about their relationship, boundaries, and responsibilities. Little research has examined perceptions of these aspects in industry and academia. We surveyed 197 UXD and SD practitioners and academics about their understanding of the overlaps and boundaries between the two Design practices. Our findings reveal several conflicting views around the scope of UXD and SD work, the subsumptive relation between UXD and SD, and the theoretical roots and methods each draws upon. We suggest constructive ways for the two Design practices to complement each other. Our study shows that UX work is changing, and understanding this change is important to maintain the relevance of UX research.

Leopoldo Rideki Yoshioka - One of the best experts on this subject based on the ideXlab platform.

  • mobile application for bus operations controlled by passengers a User Experience Design project ux
    Case studies on transport policy, 2020
    Co-Authors: Claudio De Senna Frederico, Arnaldo Luis Santos Pereira, Claudio Luiz Marte, Leopoldo Rideki Yoshioka
    Abstract:

    Abstract The bus system accounts for a significant part of trips in the city of Sao Paulo. However, in recent years the percentage of Users has been falling concerning the growth modes such as individual transport and the new modes of transport on-demand based on applications. The loss of attractiveness is associated with Users' negative perceptions of the quality of the service provided. One of the complaints is the recurring occurrences of buses that do not halt at the stop, even when the User signals his intention to embark or disembark. One way to address this problem would be to use technology similar to on-demand mobility services based on mobile applications. Although the idea itself seems to be simple, there is no report to date about a fixed route bus service that has implemented a bus hailing application that allows the User the possibility of requesting a bus to halt at a given stop. This paper proposes a new operation model of fixed-route buses that ensures the User requests fulfillment. The proposed model consists of functionalities that make the bus User visible to the operation, creating a more reliable connection between drivers and Users. We evaluated the specified functionalities by a group of typical bus Users in Sao Paulo, using a User Experience (UX) method. The evaluation clearly showed Users' needs and desires regarding the features they would appreciate in the application. We collected clear evidence of the usefulness or not of the improvements suggested by Users. Based on the study, we concluded that Users agreed with the need to have greater control over their bus trips, in particular, to ensure that their intentions are adequately served and have a confirmation of the recognition of their requests. The study may become an interim solution that may be applied to existing bus services by taking them closer to on-demand services and MaaS (Mobility as a Service).

Simon Schubiger - One of the best experts on this subject based on the ideXlab platform.

  • 4D-UX: User Experience Design Principles for Coupling Multidimensional Visual Representations in Presentations
    2018 22nd International Conference Information Visualisation (IV), 2018
    Co-Authors: Remo Burkhard, Jan Perhac, Shiho Asada, Anastasia Troyanov, Sailin Zhong, Yingying Jiang, Simon Schubiger
    Abstract:

    This paper presents 4D User Experience Design principles (4D-UX), as well as a software implementation and applications of how to communicate spatial and temporal data. The foundation is built on tightly coupling multiple dimensions into one application, adding a sequential story line and finally decluttering the front-end to enhance the emotional and cognitive functions of audiences. The framework suggests a combination of a sequential story-telling approach with 2D, 3D, 4D elements such as interactive sliders added to the flow of argumentation. With those Design principles in place, the authors then present a software platform called "Singapore Views" based on the "Unity" game engine. The communication challenge of research groups that had to convey the insights on their studies about the "Urban Heat Island Effect" and "Dense and Green Building Typologies" in Singapore to a diverse group of stakeholders were taken as examples. The paper presents a multi-disciplinary approach with authors from computer science, architecture, Design, communication, business administration and urban development. It contributes to the current discussion of how to visualize knowledge and plan future cities.

Delia Grenville - One of the best experts on this subject based on the ideXlab platform.

  • cross organizational collaborative approach to User Experience framework development to enrich product development practices
    Participatory Design Conference, 2012
    Co-Authors: Delia Grenville
    Abstract:

    Like many corporations, the evolution of high-tech, social media trends, and continued thrust towards increased personalization in computing has impacted both our product development philosophy and our organization's culture. Consumers and employees alike expect products that better represent our Experiences as people. In the last year, my team has focused on three vectors---connection, intention, and transformation ---in the development of a corporate User-Experience (UX) framework for our products. The naming of the vectors corresponds to the UX practices that we have identified to develop better product Experiences. The vectors also acknowledge the cultural activation that is essential to creating a self-sustaining Experience-driven product development community within our corporation. Both participatory Design and a collaborative approach are allowing the community to thrive and position us to support common goals for our corporate-level User Experience Design agenda. This paper focuses on the co-Design of the User Experience practices to be adopted by the organization. Full text at ACM