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2018, Advances in Usability, User Experience and Assistive Technology
The rapid change of the elements of context requires an urgent reflection on "Experience" and "Meaning with Value". The aim of this article is to critically review the User Experience Design (UXD) as a disciplinary field, and contribute by a Manifesto to an inspiring vision of the future. Some authors will be reviewed in order to list and discuss the different ideas to redefine the desirable skills to an enlightened practice and to influence a new ethos of "Be Innovation" to a better world. The article retrieves and revisits a Design Manifesto made on the basis of a strategic vision for Design based on distinctive design competencies. This Manifesto was in the origin of the platform www.inspaedia.com.
Americas Conference on Information Systems, 2007
This paper urges the User Centered Design (UCD) community to broaden its perspective in order to deliver the user experiences demanded by consumers today. The challenge is for UCD to partner with other business disciples; pool organizational resources; and drive a user-centric approach throughout the organization, to the extent that it becomes embedded in the business strategy and develops the basis for everything the company does. This paper presents a set of interrelated strategies to assist in delivering a sustainable competitive advantage through compelling user experiences; these include linking IT to the bottom line; implementing a User Experience Design (UXD) Program; and managing the UXD capability.
Procedia Manufacturing, 2015
The Inspaedia moto is to inspire a collaborative intelligence network on innovation and design processes. This paper is focused on Inspaedia user centered design features. We will describe how users can access the web platform, add, explore, relate, and share the Inspaedia contents. It will be a unique, memorable and inspiring collaborative knowledge experience that will facilitate several creative activities. Inspaedia is the natural consequence and development of the prototype resulting from the research in Design PhD thesis entitled "Innovation, design et cetera". Therefore, the new platform is being developed under the post-doctoral Design in FA/UL-Faculty of Architecture of the University of Lisbon (Portugal); Science Without Borders Program with a Special Visiting Researcher fellowship from CAPES (Brazil) at the PGDesign UFRGS
Behaviour & Information Technology, 2006
Over the last decade, 'user experience' (UX) became a buzzword in the field of humancomputer interaction (HCI) and interaction design. As technology matured, interactive products became not only more useful and usable, but also fashionable, fascinating things to desire. Driven by the impression that a narrow focus on interactive products as tools does not capture the variety and emerging aspects of technology use, practitioners and researchers alike, seem to readily embrace the notion of UX as a viable alternative to traditional HCI. And, indeed, the term promises change and a fresh look, without being too specific about its definite meaning. The present introduction to the special issue on 'Empirical studies of the user experience' attempts to give a provisional answer to the question of what is meant by 'the user experience'. It provides a cursory sketch of UX and how we think UX research will look like in the future. It is not so much meant as a forecast of the future, but as a proposal -a stimulus for further UX research.
The Inspaedia moto is to inspire a collaborative intelligence network on innovation and design processes. This paper is focused on Inspaedia user centered design features. We will describe how users can access the web platform, add, explore, relate, and share the Inspaedia contents. It will be a unique, memorable and inspiring collaborative knowledge experience that will facilitate several creative activities.
The term 'user experience' (UX) is widely used but understood in many different ways. The multidisciplinary nature of UX has led to several definitions of and perspectives on UX, each approaching the concept from a different viewpoint. Existing definitions for user experience range from a psychological to a business perspective and from quality centric to value centric. There is no one definition that suits all perspectives. A collection of UX definitions is available at www.allaboutux.org/ux-definitions.
E. Law et al.(eds.), Proceedings of the Workshop …, 2007
Ubiquity, 2009
We are gradually learning that "user experience" is a critical factor in customer satisfaction and loyalty. A positive experience means a happy customer who returns again. Designers of software systems and web services have been digging deeply into how they might generate a positive user experience. They are moving beyond anecdotes about excellent examples of user experiences and are developing design principles. Phillip Tobias gives us a fascinating account of the emerging design principles that will generate satisfied and loyal users.
The arrival of the experience economy has left consumers craving more extraordinary and memorable experiences. Alongside the development of information and communication technologies, consumers can co-create and customise experiences during multiphasic customer journeys. To create long-lasting experiences, this paper conceptualises the notion of experience design through the Experience Design Roadmap. Additionally, by integrating design thinking and design principles, it highlights intentionality as the key to orchestrating human-centred, co-created, memorable and transformative tourism experiences.
Understanding your Users, 2015
Creating a great user experience is essential to any business, and technology companies are using it as a secret weapon to usurp incumbent players in almost every industry. UX can be a key differentiator in that it adds a new dimension that emphasizes not only the product or service itself, but instead the consumer's experience of using that product or service. It is a subtle and often misunderstood distinction with profound implications. UX is an essential skill for those interested in a career in technology and/or product management, but more generally, providing a great experience to your customers is a universal imperative for any business. This course is aimed at those without a strong technical background who want to develop knowledge and skills to get a leg up when founding or joining a technology company.
The emerging field of service design combines several methods mainly from the fields of product, software and interaction design, for designing the experience and interface to services. However, User eXperience design is not easy to understand because it is a n ew approach and covers many different fields (usability, psychology, marketing…). More often the design team members come from various domains with different cultural backgrounds such as engineers and marketing. Therefore, it is necessary to have a co mmon definition to share the same understanding of this concept. In this paper, we investigate the main definitions proposed in the literature and the use of User eXperience in many disciplines other than computer science. The main goal of this paper is to find important ingredients from different fields allowing to defining and characterizing the User eXperience in service design. Thus we propose to extend an existing design tool (persona) in order to cover the whole of User eXperience components (hedonistic, aesthetic interaction, social factors...).
2012
This paper explores User Experience, a rather novel and popular view on human-computer interaction, through an extensive review of the literature. After introducing its polysemous nature, this paper describes the origins of User Experience, its scope, components and various definitions. Then, User Experience methods are surveyed, distinguishing processes, frameworks, and specific methods. The conclusion identifies a set of issues about the needs for increased User Experience maturity.
A steady stream of research in user experience (UX) has been produced over the last ten years. However, published work has not been reviewed and analysed to synthesise the knowledge developed. To address this issue, this article presents a review of theories, models and frameworks of UX from different disciplines. Based on the review a scenario in which user experience develops is proposed. Four elements have been identified that have a strong impact on user experience: the user, the interaction, the artefact, and the context. Each element is reviewed in detail, outlining its major characteristics.
CHI'08 extended …, 2008
2007
Enterprises within the experience-based economy face big challenges when investing in IS applications for their products and services. Especially, organizations and services that offer different kinds of attractions and experiences have realized the emergent use of mobile technology. In this paper we explore in what way an IS (information systems) design can enhance experience-based activities conducted at a Swedish regional museum. The research presents an in-depth analysis of a case study along with requirements and design activities for a location-aware, auditory museum guide, primarily aimed for people with visual and language disabilities was developed. We argue that in order to keep in pace with the ongoing growth of experience-based and IS design initiatives, enterprises and designer must consider its value for their businesses. Thus, we have developed a three-level strategy for valuing enhancements of a proposed IS application. The strategy proved to be particular fruitful for both designers and managers when assessing the potential of various enhancements to generate values for the different target groups.
Lecture Notes in Computer Science, 2006
In this paper we argue that the idea of design in HCI is changing. For many years the design-as-engineering approach has dominated HCI research and practice, but now technological developments and new conceptions of 'the user' require more interdisciplinary conceptions of design. In particular, the turn to experience in HCI has lead us to consider a design-as-craft perspective which we exemplify in this paper by the work of digital jeweller, Jayne Wallace. But our aim is not to supplant one design perspective with an other. On the contrary, we argue that experience design requires a new form of radically interdisciplinary dialogue between different design perspectives that span the arts, sciences and humanities. However, such radically interdisciplinary dialogue is not without its problems and points of contention. We conclude by arguing that not only new conceptual tools but also new HCI curricula may be helpful in achieving this interdisciplinary dialogue.
Proceedings of the 27th international conference on Human factors in computing systems - CHI 09, 2009
Despite the growing interest in user experience (UX), it has been hard to gain a common agreement on the nature and scope of UX. In this paper, we report a survey that gathered the views on UX of 275 researchers and practitioners from academia and industry. Most respondents agree that UX is dynamic, context-dependent, and subjective. With respect to the more controversial issues, the authors propose to delineate UX as something individual (instead of social) that emerges from interacting with a product, system, service or an object. The draft ISO definition on UX seems to be in line with the survey findings, although the issues of experiencing anticipated use and the object of UX will require further explication. The outcome of this survey lays ground for understanding, scoping, and defining the concept of user experience.
2012
Designing for the user experience has been an important topic in human-computer interaction (HCI) discipline. However, there was no single definition of the user experience (Law et al., 2009). This paper intends to study the concept of the user experience from the perspectives of system design and system practice. A user experience model is proposed in this paper as a framework for information system’s user interface design. The attributes in the model could be utilized to enhance user’s experience.
A general theoretical approach to Experience Design, written in 2001.
Proceedings of the 15th European conference on Cognitive ergonomics the ergonomics of cool interaction - ECCE '08, 2008
In this paper we explore the concept of experience and develop premises for the design for experience. In industrial practice designers frequently lack sufficient expertise to design for experience. We provide a view on how to support the design for experience in those cases where a single designer or a design team is not fully equipped to do the job without help. We will illustrate and validate our approach with a design case study from practice.
Journal of Engineering Design, 2015
Even in the development of the most technologically complex products, systems and environments, it is now accepted that the role of the user must remain firmly in focus. It is not enough to fulfil functional requirements such as safety and performance, or to achieve technical excellence in manufacture. The emergence of user-centred design has been critical in shifting focus towards human needs in the design and development process. Inclusive design in particular has set out the importance of universal usability in the design of products, and this fundamental requirement has been addressed in a previous special issue of JED (Volume 21, Nos. 2-3, 2010). Broader user-based issues, however, require consideration of the emotional reaction of individuals to the tools, interfaces and spaces we interact with daily. The delivery of more personalised usage scenarios encompasses aspects of interaction design, psychology, culture and human factors to achieve satisfying, engaging and meaningful user experiences.
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