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Design
Published in Wanda Grimsgaard, Design and Strategy, 2023
User-experience (UX) is a person’s experience when using a digital product, such as a website or a computer application, especially considering how easy or comfortable it is to use. It was in the 1990s when computers became more and more widespread that greater attention was paid to the user’s experience. Today, there is a separate ISO standard for user-centring within computer systems and system development named ‘Human-centred design for interactive systems’, and it explains human-centred design as: ‘approach to systems design and development that aims to make interactive systems more usable by focusing on the use of the system and applying human factors/ergonomics and usability knowledge and techniques. The term “human-centred design” is used rather than “user-centred design” in order to emphasise that this document also addresses impacts on a number of stakeholders, not just those typically considered as users. However, in practice, these terms are often used synonymously. Usable systems can provide a number of benefits, including improved productivity, enhanced user well-being, avoidance of stress, increased accessibility and reduced risk of harm’ (ISO 9241-210:2019, 3.7).19
System Evaluation, Usability, and User Experience
Published in Mark W. Wiggins, Introduction to Human Factors for Organisational Psychologists, 2022
Where usability targets the capability of a user to operate a system or device as intended by the designer, user experience, or UX, refers to psychological features beyond usability, including enjoyment, engagement, aesthetics, and satisfaction (Tan, Liu, & Bishu, 2009). At a social level, UX may also include perceptions of inclusiveness, acceptance, ownership, and/or support. It is a construct that is employed heavily in interface design, and is particularly important in commercial and information sites, where the interface constitutes a critical conduit for behavioural change, whether it involves the purchase of a product or the implementation of new procedures that are intended to prevent injury.
User Experience in Remote Context
Published in Marcelo M. Soares, Francisco Rebelo, Tareq Z. Ahram, Handbook of Usability and User Experience, 2022
Maria Lucia Leite Ribeiro Okimoto
Usability is typically defined as the “capability of being used,” in other words, the capability of an entity to be used (Bevan, Carter, and Harker, 2015). Usability is part of the user experience (UX). According to ISO 9241-210: 2019, the user experience is defined as user's perceptions and responses that result from the use and/or anticipated use of a system, product or service; whereas users' perceptions and responses include the users' emotions, beliefs, preferences, perceptions, comfort, behaviors and accomplishments that occur before, during and after use. The user experience is a consequence of brand image, presentation, functionality, system performance, interactive behavior and assistive capabilities of a system, product or service. It also results from the user's internal and physical state resulting from prior experiences, attitudes, skills, abilities and personality and from the context of use.
Eye Tracking, Usability, and User Experience: A Systematic Review
Published in International Journal of Human–Computer Interaction, 2023
Jakub Štěpán Novák, Jan Masner, Petr Benda, Pavel Šimek, Vojtěch Merunka
User experience (UX) is now a critical aspect in determining the quality of a product or service. A dynamic collection of indications with varying relevance to the targeted use case may be used to depict user experience. Although the user experience may be characterized in various ways, there are efforts to establish a definition that unifies the results of multiple testing approaches (Strohl et al., 2015). Self-report (questionnaire answers, satisfaction scores, verbal remarks) and performance (time on task, task accuracy) measurements are the two most prevalent types of metrics. The third and less frequently mentioned category of measurements is implicit (eye tracking, pupil dilation, electrodermal activity) (Strohl et al., 2015). In recent years, the third category has emerged as a critical pillar in evaluation, mainly digital product experiences. The user experience assessment approach includes heuristic evaluation, usability testing, UX questionnaires, and eye tracking to provide the most accurate insights (Zardari et al., 2021).
User Acceptance of Virtual Reality: An Extended Technology Acceptance Model
Published in International Journal of Human–Computer Interaction, 2020
Camille Sagnier, Emilie Loup-Escande, Domitile Lourdeaux, Indira Thouvenin, Gérard Valléry
User experience (UX) is defined as a “person’s perceptions and responses resulting from the use and/or anticipated use of a product, system or service” (International Organization for Standardization [ISO], 2010). For Hassenzahl (2008), a good user experience is the consequence of fulfilling a user’s goals (do-goals, such as finding information in a database or making a phone call) and of fulfilling different human needs (be-goals, such as the needs for autonomy, relatedness and stimulation). Hassenzahl consequently proposed a model of user experience featuring pragmatic attributes and hedonic attributes (Hassenzahl, 2003, 2008). Pragmatic attributes refer to “the product’s perceived ability to support the achievement of ‘do-goals’” (Hassenzahl, 2008, p. 2). Hedonic attributes refer to “the product’s perceived ability to support the achievement of 'be-goals’” (Hassenzahl, 2008, p. 2). Hedonic attributes can be subdivided into stimulation, identification and evocation (Hassenzahl, 2003). Stimulation refers to the individual’s pursuit of novelty and challenge. Identification is the ability of a product to communicate identity. Evocation is the ability of a product to represent memories of past events or past relationships that are important to the user. These pragmatic and hedonic attributes determine (Hassenzahl, 2003) to what extent a product will be found attractive, its emotional consequences, and its behavioral consequences (including whether and how the product will be used).
Mobile Application User Experience Checklist: A Tool to Assess Attention to Core UX Principles
Published in International Journal of Human–Computer Interaction, 2021
Brianna Richardson, Marsha Campbell-Yeo, Michael Smit
Parallel to growth in mobile device ownership (GSM Association, 2020; Kemp, 2019), there has recently been a surge in the development of mobile health (mHealth) technologies (Riley et al., 2011). As with eHealth resources, the (broadly defined) quality of mHealth resources can vary significantly, which not only influences successful implementation and sustainability of these resources but can also impact health outcomes. Even if the content contains evidenced-based health information, there are many low-quality designed online health resources, including websites or mobile applications (apps) (Eysenbach et al., 2002), that may disrupt the users’ experience or hinder their ability to consume this information. Even beyond health content, in the post-truth era, information that is not presented effectively may be drowned out by misinformation that is easier to digest (Fogg et al., 2002; Liu, 2020; Colborne & Smit, 2020). User Experience (UX) refers to the overall experience of a user’s interaction with technological platforms, specifically concerning aspects such as usability, functionality, reliability and satisfaction (Norman & Nielsen, 2018; Tullis & Albert, 2013). Guidelines and measurements have been developed to assess the UX quality of general websites and apps however, emphasis has been placed on the brevity of these tools rather than gathering a critical, in-depth evaluation of these resources (Tullis & Albert, 2013). With regards to health-specific domains, measurements exist to enhance user interaction and uptake of websites (Aladwani & Palvia, 2002; Kim et al., 2018; Olsina et al., 2014). Yet, despite having these exemplars, there are limited resources to evaluate the quality of UX in mHealth apps (Cummings et al., 2013).