User Experience Why, What, How?
|
|
|
- Laura Austin
- 10 years ago
- Views:
Transcription
1 User Experience Why, What, How? Virpi Roto Acting Professor Aalto University School of Arts, Design and Architecture Department of Design Engaging Co-design Research team Virpi Roto Expert in User experience (UX) PhD 2006: mobile internet UX UX evaluation methods Design for UX Industry and university Nokia Research Center Aalto ARTS International allaboutux.org web site owner UX community CHI 13 Most cited UX author in Finland [Google scholar]
2 Contents Ø Why UX Why UX is important for companies What is UX Different viewpoints to UX How to work on UX in practice Designing and evaluating UX (basics) Human-Computer Interaction (HCI) A research field studying the dialogue between people and interactive products or systems HCI expert the advocate of users in engineering teams Human-Centred Design (HCD) process defined in ISO User-Centred Design (UCD) a more common term
3 1 st wave of HCI Human-Computer Interaction in 1980 s How to utilize the full power of computers, minding human factors? Cognitive aspects Ergonomics Avoid errors in use Human as processor Laitoksen nimi Human Model Processor - Card, Moran & Newell nd wave of HCI Human-Computer Interaction in 1990 s How to avoid wasted time and frustration due to usability problems? Ease of use User-friendliness From human factors to human actors - Bannon 1986 Laitoksen nimi Photo by Ewan-M
4 3 rd wave of HCI Human-Computer Interaction in 2000 s How to make interactive systems enjoyable? User experience (UX) Improve everyday life From usability bug fixing to design for pleasure Laitoksen nimi Photo by MacQ Usability vs. UX Hygiene vs. Motivation Motivation, enjoyment Hertzberg s Theory on Hygiene factors and Motivators User experience Hygiene factors remove dissatisfaction Motivators give enjoyment Satisfaction Usability Dissatisfaction at work Rocket picture courtesy: Winadi, Ellen, Setiawan, Raja, Novanda: Frederick Herzberg - Motivation-Hygiene Theory.
5 Motivators LOW User experience HIGH LOW hygiene, HIGH motivator HIGH hygiene, HIGH motivator Coping with technology for personal value Products I love to use SMS text messages Nintendo Wii Facebook Mobile phone 3 Car / Bike rd wave HCI LOW hygiene, LOW motivator HIGH hygiene, LOW motivator Obligatory, hard to use tools Usable tools to get an uninteresting job done Work hour reporting system Washing machine Online store for train tickets (Finland) Copier 1 st wave HCI 2 nd wave HCI LOW Hygiene factors Usability HIGH Graph modified from: Winadi, Ellen, Setiawan, Raja & Novanda: Frederick Herzberg - Motivation-Hygiene Theory. Why user experience in industry? Differentiation Customer loyalty, competitive advantage Experience Economy stages memorable personal experiences Pine, J. and Gilmore, J. (1999): The Experience Economy
6 Eras of Livelihood Experience Information Industry Agriculture Hunting, gathering - Based on Rolf Jensen, Dream company Maturing industry sectors focus on experiences Utility Usability Experiences Pine, J. & Gilmore, J. H. (1999). The Experience Economy: Working is Theatre & Every Business a Stage. Seidel, M., Loch, C., Chahil, S. (2005). Quo Vadis, Automotiven Industry? A Vision of Possible Industry Transformations. European Management Journal, Vol. 23, No. 4, pp , 2005 Nokia Corporation (2005). Inspired Human Technology. White paper.
7 Consequences of good UX for a company Loyalty People buy also the next product from the same company / brand Recommendation People recommend the product to others Continuous success anc-tattoo-lovers.blogspot.com Contents Ø Why UX Why UX is important for companies What is UX Different viewpoints to UX How to get hold on to the vague UX How to work on UX in practice Designing and evaluating UX (basics)
8 Experience 1 5 User Experience, UX Context User Product
9 What UX is about? HCI Context User interface Aesthetics Fun Design Usability Wow Utility Pleasure Need Novelty Trust User Pricing Delight Co-Experience Meaning Brand image Behaviour Value Attitude Economics, Marketing Exceeding expectations Emotions Emotional bonding Psychology Social, Cognitive, Behavioural Multiple perspectives, Multiple definitions HCI A consequence of a user s internal state, the characteristics of the designed system and the context within which the interaction occurs (Hassenzahl & Tractinsky 2006) Economics, Marketing All aspects of the end-user's interaction with the company, its services, and its products (Nielsen Norman Group) The quality of experience a person has when interacting with a specific design. Design (Uxnet, online) The entire set of affects that is elicited by the interaction between a user and a product including (aesthetic experience) (experience of meaning) (emotional experience) (Desmet & Hekkert 2007) Psychology Social, Cognitive, Behavioural
10 Similarities in UX definitions HCI A consequence of a user s internal state, the characteristics of the designed system and the context within which the interaction occurs (Hassenzahl & Tractinsky 2006) Economics, Marketing All aspects of the end-user's interaction with the company, its services, and its products (Nielsen Norman Group) The quality of experience a person has when interacting with a specific design. Design (Uxnet, online) The entire set of affects that is elicited by the interaction between a user and a product including (aesthetic experience) (experience of meaning) (emotional experience) (Desmet & Hekkert 2007) Psychology Social, Cognitive, Behavioural UX: how one feels about using a product Context Product User
11 UX vs. Usability Usability rose from the need to make employees more efficient Efficiency and effectiveness do not always improve UX Objective efficiency/effectiveness measures do not tell how users feel Usability User Experience Engagement Efficiency Satisfaction Effectiveness Pleasure Pride Trust Fun Self-actualization Joy UX changes over time Brand image, Advertisements, Friends, Reports, (before use) User Context System Brand image, Advertisements, Friends, Reports, (after use) Anticipated user experience User experience during interaction Long-term user experience
12 UX is granular User experience during interaction Long-term user experience Granularity level Moment During interaction Episode After interaction Long-term After a period of use E.g. Key click Use case Relationship What we can learn Easy to find, press? Pleasurable tactile, visual, auditory feedback? Goal achieved? Enjoyment? Meaningful product for the user? Roto, V. (2008) Temporal and Granular Nature of User Experience. The Nordic Conference on Experience. Vaasa, Finland, November 26-28, UX is granular User experience during interaction Long-term user experience Granularity level: Moment During interaction Episode After interaction Long-term After a period of use What is UX: Affect Feelings Attitude Emotion Reflections Emotional bonding Measures: Joy, anger Satisfaction, delight Worth, Loyalty
13 Contents Ø Why UX Why UX is important for companies What is UX Different viewpoints to UX How to get hold on to the vague UX How to work on UX in practice Designing and evaluating UX (basics) How to work on UX in practice? Pre-requisites for UX work: Ø 1. Shared understanding on what UX means 2. UX goals 3. Methods for design 4. Methods for evaluation
14 Designing for good UX What does good UX mean? UX goals Elements of UX UX Elements to guide design & evaluation Functional Emotional 28
15 UX Elements on different levels Func%onal Emo%onal Nokia UX elements 2007 Functional Emotional Roto, V., Rautava, M.: User Experience Elements and Brand Promise. International Engagability & Design Conference (Idec4), in conjunction with NordiCHI 08 conference. October 19, 2008, Lund, Sweden.
16 How to work on UX in practice? Pre-requisites for UX work: Ø 1. Shared understanding on what UX means 2. UX goals 3. Methods for design 4. Methods for evaluation Various kinds of design approaches Level of user involvement Genious designer User-centred design Participatory design DIY design Social innovation Drivers behind design Artistic design Problem-driven design Technology-driven design Practice-centred design Experience-driven design
17 Experience add-on or foundation for design? Pleasure Usability Usability Utility (Problem solution) Utility Problem-driven design e.g. Jordan: Designing Pleasurable Products (2002) (Pleasurable) Experience Experience-driven design Experience-driven design (also known as experience design or experience-centred design) Experience as the starting point and the primary objective of the design process Design FOR experience (Sanders 1999) Experience before product (Hassenzahl 2010) Desmet & Schifferstein (2011): Experience-driven design involves at least two important challenges. The first is to determine what experience to aim for, and the second is to design something that is expected to evoke that experience.
18 Experience Design Methods / Techniques Kansei Engineering (Nagamachi 1970 s) Translating feelings and impressions into product parameters How different shapes, sounds, smells are related to different experiences Engineering experiences Image courtesy: Kansei Linköping University Experience Design Methods / Techniques Co-design: inspiration from designs/visualizations by stakeholders Co-design workshops with stakeholders Design Probes: Give design materials for users By making objects, we can reveal latent needs and dreams
19 UX Design Methods / Techniques Design in a simulated space Bodystorming (IDEO) Create an environment similar to the real one Designers act as users in the environment Cardboard hospital (Aalto) Create an environment similar to the real one Invite stakeholders for co-design with role play Experience design by Aalto ARTS students UX goals for hoist users: Competence Self-esteem Proudness
20 How to work on UX in practice? Pre-requisites for UX work: Ø 1. Shared understanding on what UX means 2. UX goals 3. Methods for design 4. Methods for evaluation Evaluating different periods of experience Moment e.g. during game play Episode e.g. reflections after playing the game Long-term e.g. 1 year after starting to play the game Evaluating emotions Evaluating an episode Evaluating long-term UX Observation Observation Self-reporting Facial, body, vocal expressions (e.g. smile, lean back, sigh) Psychophysiological measurements Muscle, pupil, heart, skin reactions detected with sensors Self-reporting Verbal: PANAS, AffectGrid Non-verbal: EmotionSlider, EmoCards, PrEmo Experience think aloud Self-Reporting Questionnaires, Laddering, UX Curve, Repertory Grid Technique UX Curve: Experience sampling, AttrakDiff, After using a system for a long Interviews, Day Reconstruction period, user draws a curve about how the experience has developed over time Experience sampling method (ESM): Example: The system prompts the user to report Identifying smiles with EMG the experience with a short questionnaire, e.g. after it recognizes what user has just done.
21 Studying UX at different phases of development Concepting e.g. Cartoons about the idea Non-functional prototypes e.g. Flash demo; 3 core features working Functional prototypes e.g. (Almost) all parts in place; products on market Concepting Non-functional prototype Functional prototype Visual design Visual design Lab test Emotional expressions,reactions AttrakDiff Emotional expressions,reactions AttrakDiff Idea description Interaction Field study Emotional expressions,reactions AttrakDiff Expert evaluation, Role play AttrakDiff: Experience think aloud Experience think aloud: Experience sampling, Diary, Day Reconstruction Method Market feedback Questionnaire investigating Traditional how think aloud method used Day Questionnaires, Reconstruction UX Curve Method: user experiences the concept, in usability e.g. testing, but special focus on experiential/ emotional comments simple complicated dull captivating ugly attractive In field study, user chooses 3 most meaningful use cases of the day to report in a diary each night. How to work on UX in practice? Pre-requisites for UX work: 1. Shared understanding on what UX means 2. UX goals 3. Methods for design 4. Methods for evaluation
22 Contents Why UX Why UX is important for companies What is UX Different viewpoints to UX How to get hold on to the vague UX How to work on UX in practice Designing and evaluating UX (basics) Thank You!
User experience research and practice two different planets?
User experience research and practice two different planets? Aalto University, School of Art and Design , background MSc in computer science 1993 Nokia Research Center 1995-2010 PhD 2006 (mobile internet
Towards Distinctive User Experiences
Towards Distinctive User Experiences Virpi Roto Research Fellow, Aalto University INTERACT 15 closing keynote 18.9.2015 Aalto University Founded in 2010 by merging 3 universities in Helsinki capital area:
Divergence of User experience: Professionals vs. End Users
Divergence of User experience: Professionals vs. End Users Anssi Jääskeläinen Lappeenranta University of Technology P.O.Box 20, 53851 Lappeenranta Finland [email protected] Kari Heikkinen Lappeenranta University
USER EXPERIENCE AS A TEST PLATFORM FOR INNOVATIONS
Lappeenranta University of Technology School of Industrial Engineering and Management Degree Program in Computer Science Francis Matheri USER EXPERIENCE AS A TEST PLATFORM FOR INNOVATIONS Examiners : Dr.
User Experience in HMI: An Enhanced Assessment Model
User Experience in HMI: An Enhanced Assessment Model Sisira Adikari*, Craig McDonald + and John Campbell Faculty of Information Sciences and Engineering University of Canberra ACT 2601 Australia *[email protected]
UX Why? What? A Glimpse of User Experience for B2B Industry
UX Why? What? A Glimpse of User Experience for B2B Industry UXUS The UXUS (User Experience and Usability in Complex Systems) research programme aims at developing and improving the competitiveness of the
User and Client Satisfaction in Agile Development
User and Client Satisfaction in Agile Development Marta Larusdottir 1, Effie Law 2, Åsa Cajander 3 1 School of Computer Science, Reykjavik University, Iceland, Menntavegur 1, 101 Reykjavik 2 Department
Measuring User Experience of Usability Tool, Designed for Higher Educational Websites
Middle-East Journal of Scientific Research 14 (3): 347-353, 2013 ISSN 1990-9233 IDOSI Publications, 2013 DOI: 10.5829/idosi.mejsr.2013.14.3.2053 Measuring User Experience of Usability Tool, Designed for
From User-Centered to Participatory Design Approaches
From User-Centered to Participatory Design Approaches Elizabeth B.-N. Sanders SonicRim Abstract There is a shift in perspective occurring today at the collaborative edge of design and social science. It
Online Tools for Co-design User Involvement through the Innovation Process
PAPER I Online Tools for Co-design User Involvement through the Innovation Process In: Karahasanovic, A. and Følstad, A. (Eds.). The NordiCHI 2008 Workshops: New Approaches to Requirements Elicitation
Quantitative Analysis of Desirability in User Experience
Quantitative Analysis of Desirability in User Experience Sisira Adikari School of Information Systems and Accounting University of Canberra Canberra, Australia ACT 2617 Email: [email protected]
Development of Evaluation Heuristics for Web Service User Experience
Development of Evaluation Heuristics for Web Service User Experience Kaisa Väänänen-Vainio-Mattila Tampere University of Technology Human-Centered Technology Korkeakoulunkatu 6 33720 Tampere, Finland [email protected]
The USER & The Design Process
The USER & The Design Process Jane Pirone User Friendly User Centered Design UX (User Experience) User Testing Usability UI (User Interface) why should we care so much about the USER? oh and what about
USER EXPERIENCE WHITE PAPER
USER EXPERIENCE WHITE PAPER Bringing clarity to the concept of user experience Result from Dagstuhl Seminar on Demarcating User Experience, September 15-18, 2010 February 11, 2011 Editors: Virpi Roto Nokia
DESIGNING FOR THE USER INSTEAD OF YOUR PORTFOLIO
DESIGNING FOR THE USER INSTEAD OF YOUR PORTFOLIO AN INTRODUCTION TO USER EXPERIENCE DESIGN Wade Shearer wadeshearer.com Wade Shearer User Experience Designer and Evangelist Vivint, Omniture, LDS Church,
[PRODUCT MANAGEMENT EXCELLENCE] Agile PM LABORATORY. Creating great UX with Agile Product Management. www.agile-pm-lab.com.
PM LABORATORY Tolpagorni Product Management AB Magnus Billgren, Insighter Part 2 of 4 Creating great UX with Agile Product Management [PRODUCT MANAGEMENT EXCELLENCE] powered by Tolpagorni Product Management
Bad designs. Chapter 1: What is interaction design? Why is this vending machine so bad? Good design. Good and bad design.
Bad designs Chapter 1: What is interaction design? Elevator controls and labels on the bottom row all look the same, so it is easy to push a label by mistake instead of a control button People do not make
UX analytics to make a good app awesome
UX analytics to make a good app awesome White Paper Copyright 2014 UXprobe bvba Table of contents Executive summary.... 3 1. Building a good app is a challenge... 4 2. How is UX of apps measured today?....
Self-completion surveys via mobile phones
Self-completion surveys via mobile phones Content Global mobile phone penetration statistics Methods of collecting survey data via mobile phones The advantages and limitations of mobile phone research
CUSTOMER EXPERIENCE DESIGN CUSTOMER EXPERIENCE DESIGN
02 03 FIFTH QUADRANT Established in 1998, Fifth Quadrant is a Management Consultancy and Analyst Organisation specialising in: METHODOLOGIES USED CUSTOMER EXPERIENCE STRATEGY CUSTOMER EXPERIENCE RESEARCH
Using human factors standards to support user experience and agile design
Loughborough University Institutional Repository Using human factors standards to support user experience and agile design This item was submitted to Loughborough University's Institutional Repository
What users want: Functional user experience. John Sandler Telstra Corporation Melbourne, Australia
What users want: Functional user experience John Sandler Telstra Corporation Melbourne, Australia Abstract Increasingly, consumers of all product types and services demand and expect ease of use and functionality
Managing the Agile Process of Human-Centred Design and Software Development. Peter Forbrig & Michael Herczeg. Universität Rostock & Universität Lübeck
Managing the Agile Process of Human-Centred Design and Software Development Peter Forbrig & Michael Herczeg Universität Rostock & Universität Lübeck Outline Introduction Influences Agile Software Development
USER EXPERIENCE TRAINING CLASSES New York City
USER EXPERIENCE TRAINING CLASSES City webcredible > user experience training classes - NYC Want to be a digital superstar? Want a team full of digital superstars? You re in the right place. Get in touch
Customer Experience Management
Customer Experience Management Best Practices for Voice of the Customer (VoC) Programmes Jörg Höhner Senior Vice President Global Head of Automotive SPA Future Thinking The Evolution of Customer Satisfaction
User Experience Design for Vehicles
User Experience Design for Vehicles Tutorial @ AutomotiveUI 2012 Manfred Tscheligi 1 Introduction Vehicles have become a temporary mobile workplace and home-place for both drivers and passengers interaction
Running head: USABILITY ENGINEERING, COGNITIVE SCIENCE, AND HEALTHCARE INFORMATION SYSTEMS
Usability Engineering 1 Running head: USABILITY ENGINEERING, COGNITIVE SCIENCE, AND HEALTHCARE INFORMATION SYSTEMS Usability Engineering, Cognitive Science and Healthcare Information Systems Yong IL Choi
5. project evaluation
5. project evaluation CONTENTS 5.1 EVALUATION...5.2 5.2 TIMING...5.2 5.3 UNDERTAKING EVALUATION...5.3 5.4 EVALUATION METHODS...5.3 5.4.1 Asking people...5.3 5.4.2 Physical methods...5.5 COASTAL PLANNING
User Experience in the Cloud: Towards a Research Agenda
User Experience in the Cloud: Towards a Research Agenda Kaisa Väänänen-Vainio-Mattila Tampere University of Technology, Human-Centered Technology Korkeakoulunkatu 6, 33720 Tampere, Finland [email protected]
Extending Quality in Use to Provide a Framework for Usability Measurement
Proceedings of HCI International 2009, San Diego, California, USA. Extending Quality in Use to Provide a Framework for Usability Measurement Nigel Bevan Professional Usability Services, 12 King Edwards
Customer Experience Strategy
Customer Experience Strategy 2012 2017 Strategy owner: Executive Director Customer Services Customer Experience Strategy Feb 2013 v1.2 1 Defining and implementing a new Customer Experience strategy The
Understanding customer need during new product development
Understanding customer need during new product development WHITE PAPER Introduction Statistics on the success rates of new products show that for every four new products that enter development, only one
Leveraging UX Insights to Influence Product Strategy
Leveraging UX Insights to Influence Product Strategy Frank Guo, PhD Many UX researchers and analysts aspire to influencing not only design implementation, but also product strategy. However, it is rather
Vernon Park Primary School. Teaching and Learning Policy
Vernon Park Primary School Teaching and Learning Policy The school s approach to teaching and learning is based upon the school vision: At Vernon Park Primary School we aim to provide all children, parents,
KEYWORDS: Co-design, design games, distributed design processes, network theories, relationship management
Co-Creation in Distributed Value Creation Systems and Networks (blank line) Anne Louise Bang Kolding School of Design, Kolding, Denmark [email protected] (blank line) Poul Rind Christensen Kolding School of
Customer Service Programme
10 Minute Guide Customer Service Programme Membership Services Moor Hall, Cookham Maidenhead Berkshire, SL6 9QH, UK Telephone: 01628 427500 www.cim.co.uk/marketingresources The Chartered Institute of Marketing,
Ready to Redesign? THE ULTIMATE GUIDE TO WEB DESIGN BEST PRACTICES
Ready to Redesign? THE ULTIMATE GUIDE TO WEB DESIGN BEST PRACTICES Web Development Your First Online Impression Web development is a complex, multifaceted process with a lot of moving parts. Much like
Lean UX. Best practices for integrating user insights into the app development process. Best Practices Copyright 2015 UXprobe bvba
Lean UX Best practices for integrating user insights into the app development process Best Practices Copyright 2015 UXprobe bvba Table of contents Introduction.... 3 1. Ideation phase... 4 1.1. Task Analysis...
Consumer Perception of Mobile Phone Attributes
Consumer Perception of Mobile Phone Attributes Tao Zhang 1, Pei-Luen Patrick Rau 2, Jia Zhou 2 1 Department of Electrical Engineering and Computer Science Vanderbilt University, TN 37211, USA 2 Department
Q3 IIBA Corporate Member Forum. Will start promptly on the hour
Q3 IIBA Corporate Member Forum Will start promptly on the hour AGENDA 7:00 Welcome and Introduction 7:05 The Business Analyst Guide to Business Architecture, Damian Wilson; Business Analysis Practice Leader,
Measuring member satisfaction
Measuring member satisfaction Objective: To gather information to help the club better serve its members the club can better serve its members. Purpose: To clarify what members expect from Kiwanis service
Strong Brands, Profitable Brands: How Greater Alignment with Ideals Leads to Best Results
Insights&Trends I42/2014 Metrics Strong Brands, Profitable Brands: Estimation of a brand s value and its contribution to business has always been considered the main challenge in measuring intangible assets.
Program 7 Customer Focus. Council will be a customer focused organisation that is "Dedicated to Customers: Everyone. Everywhere.
Customer Focus Program Goal Council will be a customer focused organisation that is "Dedicated to Customers: Everyone. Everywhere. Every time" Program Description As an enabling program, Customer Focus
Some Reflections on Evaluating Users Experience
Some Reflections on Evaluating Users Experience Alistair Sutcliffe Manchester Business School University of Manchester Booth Street West Manchester M15 6BP, UK [email protected] Jennefer Hart Manchester Business
USER EXPERIENCE DESIGN: AESTHETICS OR FUNCTIONALITY?
USER EXPERIENCE DESIGN: AESTHETICS OR FUNCTIONALITY? Ali Türkyilmaz [email protected] Simge Kantar [email protected] M. Enis Bulak [email protected] Ozgur Uysal [email protected] Abstract:
FACULTY PEER ONLINE CLASSROOM OBSERVATIONS AA
Philosophy Online class observations are meant to facilitate an instructor s professional growth. They will be used to create an opportunity for reflection and stimulate ideas for improvement in the online
CREATING EMOTIONAL EXPERIENCES THAT ENGAGE, INSPIRE, & CONVERT
CREATING EMOTIONAL EXPERIENCES THAT ENGAGE, INSPIRE, & CONVERT Presented by Tim Llewellynn (CEO & Co-founder) Presented 14 th March 2013 2 Agenda Agenda and About nviso Primer on Emotions and Decision
Webpage Usability Evaluation and Optimization Design: A case study
Webpage Usability Evaluation and Optimization Design: A case study Yanmin Xue, Yefei Shi School of Art and Design, Xi an University of Technology, Xi an, Shaanxi,CHINA Abstract: Webpage usability research
Benefits of Co-design in Service Design Projects
original article Benefits of Co-design in Service Design Projects Marc Steen 1, *, Menno Manschot 2, and Nicole De Koning 1 1 TNO, Delft, The Netherlands 2 Delft University of Technology, Delft, The Netherlands
Glossary How to Support Institutionalization of a Mature UX Practice
Glossary How to Support Institutionalization of a Mature UX Practice of a Mature UX Practice Table of Contents A... 3 B... 3 C... 3 D... 4 E... 4 F... 4 G... 5 H... 5 I... 5 M... 6 0... 6 P... 6 R... 7
customer experiences Delivering exceptional Customer Service Excellence
Delivering exceptional customer experiences Customer Service QA can work with you to create customer experiences that consistently reflect the aims, values and aspirations of your organisation. Every organisation
Brand Loyalty in Insurance Companies
Journal of Economic Development, Management, IT, Finance and Marketing, 4(1), 12-26, March 2012 12 Brand Loyalty in Insurance Companies Sancharan Roy, (B.E., MBA) Assistant Professor, St. Joseph's College
HUMAN COMPUTER INTERACTION (HCI) AND PSYCHOLOGY
Abstract Both of Human Computer Interaction (HCI) and Psychology aim to deliver a useful, accessible and usable software. This paper intends to outline psychology in relation to the Human Computer Interaction
EXECUTIVE MASTER IN. Increasing corporate value in today s complex digital world through reputation management and communication with stakeholders.
EXECUTIVE MASTER IN CORPORATE COMMUNICATION Increasing corporate value in today s complex digital world through reputation management and communication with stakeholders. COURSE DESCRIPTION At a Glance
USABILITY: EFFECTIVE, EFFICIENT, AND SATISFYING
CONSULTING USABILITY: EFFECTIVE, EFFICIENT, AND SATISFYING We have made it our goal to make our clients applications user-friendly. an overview of our services and areas of expertise what is usability?
Course Title: Introduction to Human Computer Interaction Course Number: HCI101 Course Prerequisites: none Credit Hours: 3 General Studies Credits: 0
Course Title: Introduction to Human Computer Interaction Course Number: HCI101 Course Prerequisites: none Credit Hours: 3 General Studies Credits: 0 I. Course Description: This course will cover some of
Unresolved issues with the course, grades, or instructor, should be taken to the point of contact.
Graphics and Data Visualization CS1501 Fall 2013 Syllabus Course Description With the advent of powerful data-mining technologies, engineers in all disciplines are increasingly expected to be conscious
Usability Testing (in HCI 304-424B) McGill University, January 26 th, 2006. Usability Testing. with Howard Kiewe. Seven Infrequently Asked Questions
Usability Testing with Howard Kiewe Seven Infrequently Asked Questions 2006, Howard Kiewe The Seven IAQs We will cover the following questions: 1. What is a Usability Test? 2. Who are the Test Participants?
CHAPTER 11 REQUIREMENTS
Lecture Software Engineering CHAPTER 11 REQUIREMENTS Lecture Software Engineering Topics Determining What the Client Needs Overview of the Requirements Workflow Understanding the Domain The Business Model
Customer Experience Management
Customer Experience Management 10 tips for the successful development and execution of Chris Bland Research Director SPA Future Thinking Introduction, sometimes referred to as Customer Feedback Programmes,
Screen Design : Navigation, Windows, Controls, Text,
Overview Introduction Fundamentals of GUIs Screen Design : Navigation, Windows, Controls, Text, Evaluating GUI Performance - Methods - Comparison 1 Example: Automotive HMI (CAR IT 03/2013) 64, 68, 69 2
IJMT Volume 2, Issue 9 ISSN: 2249-1058
Business Profitability Through Customer Loyality and Satisfaction in India with Special Reference to Dehradun (Uttarakhand) Vikas Agarwal* Ajay Chaurasia** Prateek Negi** Abstract This research paper s
Human Computer Interaction
Dr Mark Wright - Informatics HCI Course 2012/13 Human Computer Interaction Dr Mark Wright University of Edinburgh and Edinburgh College of Art Semester 1 2012/2013 Principles and Overview Lecture 1 Key
Approach of Applying Design Technology to System Development Process: From HCD to UX Design
Approach of Applying Design Technology to System Development Process: From HCD to UX Design Hideo Zempo Toshio Ogawa It is important that the practice of Human-Centered Design (HCD) is widely understood
Heli Väätäjä, Thomas Olsson, Virpi Roto & Paula Savioja (eds.) UX Goals 2012 Workshop - How to Utilize User Experience Goals in Design?
Heli Väätäjä, Thomas Olsson, Virpi Roto & Paula Savioja (eds.) UX Goals 2012 Workshop - How to Utilize User Experience Goals in Design? Tampereen teknillinen yliopisto - Tampere University of Technology
Social Media Mining Health and Safety
Social Media Mining Health and Safety AJ Boulay Masters in Computational Sciences at Laurentian University with a specialization in Human-Computer Interfaces, especially in Occupational Health and Safety.
STORIES AT THE SPOT DESIGNERS LEARNING FROM CAREGIVERS OF CHILDREN WITH AUTISM
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// STORIES AT THE SPOT DESIGNERS LEARNING FROM CAREGIVERS OF CHILDREN WITH
user experience interaction design web design web development web: www.meda.co.uk email: [email protected]
We believe User Experience (UX) is at the heart of any project providing the necessary focus to produce truly engaging user driven solutions like no one else. Our strategy is to help you identify your
AB Volvo, 405 08 Göteborg, Sweden. Ref No 953810003, August 2009. The Volvo Way
AB Volvo, 405 08 Göteborg, Sweden Ref No 953810003, August 2009 The Volvo Way index Preface Our mission Customers first Customer focus Clear objectives Quality, safety, environmental care Continuous improvements
Colin Shaw. Founder & CEO, Beyond Philosophy. beyondphilosophy.com. Beyond Philosophy 2001-2008
The DNA of Customer Experience: How emotions drive value. Colin Shaw Founder & CEO, Beyond Philosophy Customer Experience definition A Customer Experience is an interaction between an organisation and
A Tool for Empathetic User Experience Design. Ali Eslamifar
A Tool for Empathetic User Experience Design by Ali Eslamifar A Thesis Presented in Partial Fulfillment of the Requirements for the Degree Master of Science in Design Approved November 2014 by the Graduate
Service quality: beyond cognitive assessment Bo Edvardsson Service Research Center, Karlstad University, Karlstad, Sweden
The Emerald Research Register for this journal is available at wwwemeraldinsightcom/researchregister The current issue and full text archive of this journal is available at wwwemeraldinsightcom/0960-4529htm
HOW TO RETAIN HIGH-PERFORMANCE EMPLOYEES
HOW TO RETAIN HIGH-PERFORMANCE EMPLOYEES Beverly Kaye and Sharon Jordan-Evans Abstract: Keeping high-performing employees has become a top priority for today s organizations. A two-year study by the authors
EXPERTKANSEIWEB A Tool to Design Kansei Website
EXPERTKANSEIWEB A Tool to Design Kansei Website 1 Anitawati Mohd Lokman, 2 Nor Laila Md Noor, and 3 Mitsuo Nagamachi 1, 2 Faculty of Information Technology and Quantitative Sciences, Universiti Teknologi
BAA Peer Tutoring 11. District Number: SD #43. Date Developed: March 2004. Board/Authority Approval Date: April 20, 2004. Board/Authority Signature:
District name: Coquitlam District Number: SD #43 Developed by: Lasta Graf Date Developed: March 2004 School Name: Principal's Name: Dr. Charles Best Secondary Brian Fichter Board/Authority Approval Date:
Canon Brand Experience Principles Experiential & Live Events. Version 1.0 06.2015
Canon Brand Experience Principles Experiential & Live Events Version 1.0 06.2015 1 2 Support 1.01 Experience Principles Overview 1.02 Our brand model Overarching principles 1.04 Introduction 1.05 Defining
Lecture 2, Human cognition
Human Cognition An important foundation for the design of interfaces is a basic theory of human cognition The information processing paradigm (in its most simple form). Human Information Processing The
The Impact of Consumer Interactions in Social Networking Sites on Brand Perception
IBIMA Publishing Journal of Internet and e-business Studies http://www.ibimapublishing.com/journals/jiebs/jiebs.html Vol. 2015 (2015), Article ID 197131, 7 pages DOI: 10.5171/2015.197131 Research Article
