User Experience Designer

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Trupej Klemen - One of the best experts on this subject based on the ideXlab platform.

  • Formulation of guidelines for a more ethical User Experience design
    2021
    Co-Authors: Trupej Klemen
    Abstract:

    User Experience design (UXD) often appears unethical, and creators of User ex-perience do not have guidelines that could assist with moral decisions. Even though there are GDPR regulations (General Data Protection Regulation (GDPR) – Official Legal Text, n.d.) for mobile applications and websites, and platforms specific regu-lations (App Store and Google Play – only for mobile applications), that do not allow applications with insulting nature (App Store Review Guidelines - Apple Developer, n.d.), or are trying to protect privacy, the field is mainly unregulated. This short-coming of thinking about ethics could open doors to unethical practices in UXD, such as creating malicious User interfaces that trick Users into clicking certain but-tons, performing ‘behind the scenes’ A/B research inside the mobile applications or websites without Users’ knowledge, manipulating Users through User-Experience, abusing privacy of Users, and others. In this thesis, I discuss how disposition to-wards virtuous behavior could lead to a more ethical UXD and create a foundation for guidelines. In the discussion about ethics, I use one of the three contemporary approaches in normative ethics, called virtue ethics, which puts forth the character of a person who is making a moral decision, i.e., an agent (Hursthouse, 2014; Kawall, 2014; Van Zyl, 2018). In the process of UXD, there are more agents included, such as artifact originator (client), User Experience Designer, User interface Designer, de-veloper, copywriter, and User. In my work, I present and stress the importance of all the agents included, and not only artifact originator or User Experience Designer. To reach the goal of my thesis, I defined the basic steps that could be common to the creation of different UXD artifacts, with a focus on mobile applications, web-sites, and software, and defined the agents involved in this process. Further, I de-fined the responsibilities of each of the agents (e.g., designing the User interface for a User interface Designer). Additionally, I presented how UXD could be beneficial or harmful, and I used this knowledge to discuss how disposition to virtuous behavior could lead to more ethical, and avoid unethical, UXD. The result of the thesis are guidelines, presenting concrete examples of how each of the agents, being disposed to virtuous behavior, could contribute to a more eth-ical UXD. The final thoughts will later be published on a collaborative website that would invite other experts from the field to contribute

  • Formulation of guidelines for a more ethicalUser Experience design
    2021
    Co-Authors: Trupej Klemen
    Abstract:

    Oblikovanje uporabniške izkušnje (angl. User Experience Design – UXD) mnogo-krat ni osnovano na etičnem razmisleku zato oblikovalec uporabniške izkušnje nima smernic, na katere bi se lahko naslonil pri razmisleku o etičnih implikacijah UXD. Kljub temu da trenutno obstajajo npr. GDPR regulacije – za mobilne aplikacije in spletne strani – (General Data Protection Regulation (GDPR) – Official Legal Text, n.d.) in regulacije znotraj platform (App Store in Google Play – samo za mobilne aplikacije), ki ne dovoljujejo aplikacij z npr. žaljivo, brezčutno vsebino (App Store Review Guidelines - Apple Developer, n. d.), ali ščitijo varovanje zasebnosti, je po-dročje v glavnem neregulirano. Ta manko etičnega razmisleka o implikacijah UXD odpira vrata nemoralnim praksam v UXD: ustvarjanju škodoželjnih vmesnikov, ki vodijo uporabnika v klikanje neželenih gumbov, izvajanju A/B raziskav znotraj aplikacij in spletnih mest brez vednosti uporabnika, manipuliranju vedenja uporab-nikov, zlorabljanju zasebnosti, neupoštevanju uporabnikove avtonomije in drugim. V svojem magistrskem delu sem želel razmisliti, kako bi lahko tendenca k vrlinam vodila do manj nemoralnih praks, in s tem postaviti osnovo za smernice za bolj etič-no oblikovanje uporabniške izkušnje. Pri diskusiji etike v UXD sem uporabil sodobni praktični pristop v etiki, etiko vrlin, ki postavlja v ospredje karakterne značilnosti moralnega odločevalca ali t. i. deležnika (Hursthouse, 2014Kawall, 2014Van Zyl, 2018). V proces UXD je vpletenih več deležnikov, med drugim naročnik, oblikovalec uporabniške izkušnje, oblikovalec uporabniškega vmesnika, programer, tekstopi-sec in uporabnik. V svojem delu sem želel predstaviti pomembnost karakterja vseh vključenih in ne samo npr. naročnika ali oblikovalca uporabniške izkušnje. Za dosego cilja sem definiral osnovne korake, ki so skupni pri izdelavi različnih artefaktov v UXD (osredotočil se bom na mobilne aplikacije, spletne strani in pro-grame), in ugotavljal, kateri deležniki so vključeni v vsakega od procesov in kakšne so njihove odgovornosti (torej kakšne naloge ima vsak od njihnpr. oblikovanje upo-rabniškega vmesnika je naloga oblikovalca). Raziskal sem, kako UXD vpliva na ljudi, in sicer kdaj je lahko dobrodejen, koristen in kdaj škodljiv. Ta del dela je bil, skupaj z odgovornostmi deležnikov, osnova za razmislek o povezavi med tendenco do vrlin in področjem oblikovanja uporabniške izkušnje. Rezultat dela je predlog smernic, tj. predstavitev konkretnih primerov, kako bi naravnanost agentov do vrlin lahko vodila do specifičnih vedenj, ki bi lahko predstavljala bolj etični UXD. Končni razmisleki dela bodo objavljeni na kolaborativni spletni strani, ki bo k sodelovanju povabila strokovnjake s tega področja.User Experience design (UXD) often appears unethical, and creators of User ex-perience do not have guidelines that could assist with moral decisions. Even though there are GDPR regulations (General Data Protection Regulation (GDPR) – Official Legal Text, n.d.) for mobile applications and websites, and platforms specific regu-lations (App Store and Google Play – only for mobile applications), that do not allow applications with insulting nature (App Store Review Guidelines - Apple Developer, n.d.), or are trying to protect privacy, the field is mainly unregulated. This short-coming of thinking about ethics could open doors to unethical practices in UXD, such as creating malicious User interfaces that trick Users into clicking certain but-tons, performing ‘behind the scenes’ A/B research inside the mobile applications or websites without Users’ knowledge, manipulating Users through User-Experience, abusing privacy of Users, and others. In this thesis, I discuss how disposition to-wards virtuous behavior could lead to a more ethical UXD and create a foundation for guidelines. In the discussion about ethics, I use one of the three contemporary approaches in normative ethics, called virtue ethics, which puts forth the character of a person who is making a moral decision, i.e., an agent (Hursthouse, 2014Kawall, 2014Van Zyl, 2018). In the process of UXD, there are more agents included, such as artifact originator (client), User Experience Designer, User interface Designer, de-veloper, copywriter, and User. In my work, I present and stress the importance of all the agents included, and not only artifact originator or User Experience Designer. To reach the goal of my thesis, I defined the basic steps that could be common to the creation of different UXD artifacts, with a focus on mobile applications, web-sites, and software, and defined the agents involved in this process. Further, I de-fined the responsibilities of each of the agents (e.g., designing the User interface for a User interface Designer). Additionally, I presented how UXD could be beneficial or harmful, and I used this knowledge to discuss how disposition to virtuous behavior could lead to more ethical, and avoid unethical, UXD. The result of the thesis are guidelines, presenting concrete examples of how each of the agents, being disposed to virtuous behavior, could contribute to a more eth-ical UXD. The final thoughts will later be published on a collaborative website that would invite other experts from the field to contribute

Wawolumaja, Joaldrik Ferad - One of the best experts on this subject based on the ideXlab platform.

  • JURNAL PENGARUH User Experience (UX) DESIGN TERHADAP KEMUDAHAN PENGGUNA DALAM MENGGUNAKAN APLIKASI CARSWORLD
    'Universitas Jenderal Soedirman', 2021
    Co-Authors: Wawolumaja, Joaldrik Ferad
    Abstract:

    Rapid advances in digital technology are followed by intense competition for digital products. Digital product competition requires every business business to keep trying to facilitate their Users as an effort to improve the User Experience of each User. User Experience (UX) Design is an important thing for digital businesses to pay attention to. The ease of User interaction or use of digital products will make the digital product widely used and anti to be abandoned. The better User Experience (UX) Design of a digital product, will make the User more comfortable in using it and as an impact, the User will become a loyal User and may be happy to recommend the product to others. Carsworld app, is the nearest car service online booking application. This application was created in 2018 and has been downloaded more than 10 thousand times on Playstore. This research will discuss about how User Experience (UX) Design affects the ease of Users in using Carsworld application. The research was conducted by descriptive quantitative method based on 3 (Three) factors that need to be considered by User Experience Designer (UX) design as an effort to provide convenience for Users of Carsworld application namely Usability, Look and Feel. The results of the study showed that User Experience (UX) Design affects the ease of Users in using Carsworld application

Viukari Aina - One of the best experts on this subject based on the ideXlab platform.

  • Designing with feedback –A study of visual communication Designers’ Experiences on feedback
    2020
    Co-Authors: Viukari Aina
    Abstract:

    Visuaalisen viestinnän muotoilua arvioidaan jatkuvasti erilaisissa työryhmissä. Moniammatillisen ryhmätyöskentelyn yleistyttyä myös palautteen määrä näyttää kasvaneen. Miten suunnittelijat kohtaavat palautetta työssään? Haastattelin kolmea erilaista visuaalisen viestinnän muotoilijaa, jotka kertoivat kokemuksistaan palaute- ja kritiikkitilanteista sekä niihin liittyvistä hierarkioista. Yksi haastateltava työskenteli käyttöliittymäsuunnittelijana konsulttitoimistossa, toinen talon sisäisenä suunnittelijana ja kolmas viestintä- ja mainostoimistossa. Opinnäytetyön poikkitieteellinen luonne päätyykin tarkastelemaan palaute- ja kritiikkitilanteita erityisesti affektiteorioiden näkökulmasta, jonka seurauksena voidaan ymmärtää arvioinnin muotoilevia ominaisuuksia. Analysoinnin tuloksena esitän kolme erilaista visuaalisen työn arvostelutapaa, jotka ovat suoraviivainen palaute, jyräävä kritiikki ja muotoileva arviointi. Arvostelutavoissa on eroja sekä toimintaympäristöjen että ryhmän toiminnan suhteen. Suoraviivaista palautetta näytti ilmenevän pääsääntöisesti digitaalisissa toimintaympäristöissä, ja se oli myös laadultaan konemaista. Jyräävää kritiikkiä esiintyi erityisesti mainostoimistossa, jossa luovan työn vaaliminen, tuomitseminen ja hallinta korostuivat hierarkkisuuden kustannuksella. Muotoileva arviointi poikkesi edellä mainituista arvostelutavoista. Sitä nimittäin ilmeni kaikkien haastateltavien kokemuksissa, jonka vuoksi se ei ollut sidoksissa tiettyyn toimintaympäristöön. Muotoileva arviointi tähtäsi yksilön omaan sekä yhteisen ymmärryksen kasvuun. Täten se näytti muotoilevan työtä jo itsessään. Tässä tavassa suunnittelija siis kykeni parhaiten altistumaan uudelle, joten se näytti kasvattavan myös suunnittelijan luovuutta. Opinnäytetyön lopussa näytän, miten altistumalla muiden ajatuksille voi muotoilla. Työn visuaalinen osuus rakentuukin haastateltavien kertomista kielikuvista, jotka muotoilevat animaation ja työn visuaalisen ilmeen. Myös opinnäytetyön oppeja voi soveltaa käytännössä. Jos lukija haluaa esimerkiksi tietää alan toimintatavoista tai ymmärtää paremmin visuaalisen työn arvioimisen haasteita, vastaa tämä työ hyvin näihin tarpeisiin. Lisäksi opinnäytetyö tarjoaa näkemyksiä luovasta herkkyydestä, jolla maailmaa voidaan muotoilla paremmin.Visual communication Designers receive a lot of feedback on their work. Multidisciplinary teams are becoming more popular. Hence, the amount of feedback has increased substantially. How does a visual communication Designer Experience the feedback one gets? In this study, I interviewed three visual communication Designers on their Experiences in receiving feedback and critique. One participant worked as a User Experience Designer in a consultancy agency. Another was an in-house Designer. The third participant worked in an advertising agency, which also offered professional help with public relations. The study examined how hierarchies can mold the design solution itself. The study combines theories from various fields. Yet, it suggests that by understanding affections, one can also understand the feedback better. It’s notable that, when one gets affected positively, it also seems to increase the creative capabilities. By analyzing the results, I present three ways to evaluate visual communication design, which are linear evaluation, hierarchical critique, and the so-called designing feedback. There were differences between the ways how people evaluated each other but also in between the operational environments. Linear evaluation occurred mainly in digital environments. It also tended to be more mechanical compared to other evaluation habits. Hierarchical critique appeared mainly in advertising agencies. There the creativity was cherished yet also somewhat judged and controlled. The designing feedback differed from the others, because it wasn’t connected to any specific environment. Instead, it seemed to occur in all the environments. The designing feedback focused more on improving the overall thinking. In this method, Designers could expose themselves to new influences better and this seemed to increase their creativity. In the end, I show how one can get exposed to other’s thoughts. I also found the visual part of this study by listening to the participants. The metaphors helped me to design the animation and the overall visual identity. It seems that when one gets affected, one can design. This master’s thesis provides knowledge that can be adapted for various purposes. One can explore the current working methods of the field. Further, one can learn from the difficulties of visual evaluation. Yet, this study can also help people to understand the vulnerability of the creative process

Dominic La Cava - One of the best experts on this subject based on the ideXlab platform.

  • Special Section Gaming the Design: Using Game Design Techniques in the Realm of Investing Information Architecture
    2020
    Co-Authors: Kellie Rae Carter, Dominic La Cava
    Abstract:

    Kellie Rae Carter received her Ph.D. in communication and rhetoric from Rensselaer Polytechnic Institute and is a freelance User Experience Designer. Previous publications and presentations have focused on cultural usability and social computing, particularly on the formation and technological support of online communities. She can be reached at kellierae<at>kellieraecarter.com Dominic La Cava is a senior information architect at the Vanguard Group, working to improve the company's retail website. Dom is also an adjunct professor at Drexel's iSchool, teaching courses in human computer interaction and information organization, retrieval and use. Dom has published on scenario-based design and has reviewed and critiqued various institutions' websites. He is widely involved in many User interface communities, especially PhillyCHI. He can be reached at dommocave<at>yahoo.com T he use of aspects of game design in the design of other types of interfaces has increased as Designers try to use the best design practices available, including those from outside their own disciplinary backgrounds. However, this borrowing from other design theories and philosophies can complicate the design process, particularly if not done thoughtfully and with an eye toward improving the User Experience and meeting Users' needs. The following is a case study on how one design team used game design techniques to inform the redesign of a transactional web task: opening a financial account online. In the spring of 2007 our design team was tasked with the redesign of the process through which clients opened new accounts. Titled 27x, this project was a redesign of the money movement transaction at Vanguard. The intent was to reduce the average number of steps (27) of Open an Account (OA) down to an appropriate single number of x. The current serial process can take Users anywhere from 17 to 80 steps depending on asset type, account type and funding method. The 27x design team's goals were to understand the issues and dependencies around moving money to and within Vanguard and to engineer a solution, resulting in an innovative and intuitive User interface and a dynamic User Experience. The design paradigm the design team employed focused on creating a dynamic User interaction on the back-end through mapping dependencies in the process and in the User interface by utilizing design principles from games. Considering the vast amount written about game design, play theory and psychology, this paper will focus on how games capture players' attention and place them in an immersive environment where they tend to spend hours playing and engaging in the game's story. Gamers can spend between 12 and 30 hours a week, with an average of 45 minutes to 4 hours a day, playing video games In looking to game design, we had to understand and address a contradiction between our design goals and the design goals of games. Games are meant to keep people playing, while our goal was to significantly reduce the number of steps it took for a User to complete the open account process. So while a successful game is measured by the time and investment that people put into game play and the simple idea that the longer Users play, the better the game is, we had the task of reducing the time Users spent trying to navigate our screens. But while we realized that the goals might be contradictory, we also realized that games could provide us useful avenue

Muhammad Fahrurozi Thohari - One of the best experts on this subject based on the ideXlab platform.

  • aktivitas User interface User Experience Designer dalam mendesain produk digital di sebo studio
    2018
    Co-Authors: Muhammad Fahrurozi Thohari
    Abstract:

    ABSTRAKMasifnya perkembangan era globalisasi digital membuat aspek-aspek di bidang lain terkena imbasnya tak terkecuali dengan penggunaan produk digital untuk mempermudah kegiatan kita sehari-hari. Sangat tidak mengherankan jika saat ini banyak sekali bermunculan produk digital yang tersebar di internet baik itu berupa aplikasi maupun website. Dalam merancang sebuah produk digital dibutuhkan kerjasama dari beberapa profesi, salah satunya adalah profesi User Interface / User Experience Designer atau UI/UX Designer. UI/UX Designer lebih spesifik bekerja pada area digital yaitu untuk mendesain sebuah produk digital seperti website, aplikasi, televisi interaktif, landing page maupun dashboard. Latar belakang penulis sebagai mahasiswa komunikasi, hobi penulis di bidang desain grafis dan juga keinginan penulis untuk belajar hal baru yang belum pernah didapatkan selama menjadi mahasiswa membuat penulis tertarik untuk melaksanakan magang di Sebo Studio sebagai seorang UI/UX Designer. Adapun penulisan laporan Kuliah Kerja Media ini berpedoman pada teori-teori yang terdapat dalam buku literatur antara lain komunikasi, komunikasi massa, media online, digital agency, design thinking, website, User interface, User Experience, focused group discussion, redesain, User flow, wireframing, prototype, usability testing, dan sketch apps. Sebo Studio merupakan sebuah studio desain yang khusus melayani kebutuhan desain digital seperti User Interface / User Experience design (baik web maupun apps), Website Development, Icon & Illustration, dan juga Logo & Branding yang beralamatkan di Condongcatur, Yogyakarta. Sejak awal berdiri di tahun 2016 hingga sekarang, Sebo Studio sudah berpindah kantor sebanyak 3 kali. Jumlah yang tidak sedikit memang, namun proses ini memang harus dilalui oleh Sebo Studio di perkembangannya hingga mencapai titik seperti sekarang ini. Dalam pelaksanaan Kuliah Kerja Media ini penulis mengambil konsentrasi di bidang UI/UX design. Kegiatan yang dilakukan penulis selama melaksanakan magang tidak hanya mendesain produk digital seperti website, aplikasi, landing page maupun dashboard namun juga melakukan beberapa aktivitas perencanaan hingga validasi produk mulai dari Focus Group Discussion, riset untuk mencari look and feel, wireframing, User flow, hingga prototyping dan usability testing. Semua itu dilakukan agar produk yang didesain benar-benar tepat sasaran dan sesuai dengan tujuan mengapa produk itu dibuat. Tugas utama seorang UI/UX design adalah membuat sebuah rancangan interface yang mudah dimengerti oleh pengguna sehingga mereka merasa sangat terbantu dengan adanya produk tersebut.Kata Kunci : kuliah kerja media, digital agency, design thinking , User interface, User Experience, prototype, usability testing