Enhancing User Experience in Graphic Design: A Study in (Unusual) Interaction

Author(s):  
Marco Neves
Author(s):  
Rizki Auliazmi ◽  
Ganal Rudiyanto ◽  
R. Drajatno Widi Utomo

<pre><strong><em>Abstract</em></strong></pre><pre><strong><em>Aesthetic Studies of Visual Interface and User Experience In the Ruangguru Application</em></strong><em>, Visual interface design is a graphic design medium which in this digital age has been widely seen by the public, in this period of large-scale social restrictions, many daily activities use digital media and internet, one of which is school, many use online-based applications or websites to do learning. It's just that these users still lack the habit of using similar applications, for that we need a good user interface to help users use the application, one of the online learning applications is Ruangguru, an application that is well known by the public. In this study, the researcher intends to examine how the user interface of the Ruangguru application affects its users, User Experience is needed to be able to assess the User Interface has been well received by users, for that aesthetic value is also a supporter of the assessment of the User Interface because aesthetics is one of the the most important aspects of designing a Visual Interface</em></pre><pre><em> </em></pre><pre><strong><em>Keyword: </em></strong><em>User Interface, User Experience, Aesthetic Experience Structure, Ruangguru</em></pre><pre> </pre><p><strong>Abstrak</strong></p><p><strong>Kajian Estetika <em>Visual Interface</em> dan <em>User Experience Pada</em> Aplikasi Ruangguru, </strong><em>Visua</em>l <em>interface design</em> merupakan sebuah media desain grafis yang pada zaman digital ini sudah banyak dilihat oleh masyarakat, di masa pembatasan sosial berskala besar ini, banyaknya kegiatan-kegiatan sehari-hari yang menggunakan media digital dan internet, salah satunya adalah sekolah, banyak yang menggunakan aplikasi atau <em>website</em> berbasis online untuk melakukan pembelajaran. Hanya saja masih kurang kebiasaan dari pengguna-pengguna tersebut dalam menggunakan aplikasi sejenisnya, untuk itu diperlukannya <em>user interface</em> yang baik untuk membantu pengguna dalam menggunakan aplikasi, salah satu aplikasi belajar online tersebut adalah Ruangguru, merupakan aplikasi yang cukup dikenal oleh masyarakat. Dalam penelitian kali ini peneliti bermaksud mengkaji bagaimana pengaruh <em>user interface</em> aplikasi ruangguru tersebut terhadap penggunanya, <em>User Experience</em> pengguna diperlukan untuk dapat menilai User Interface sudah dapat diterima dengan baik oleh pengguna, untuk itu nilai estetika juga menjadi pendukung penilaian <em>User Interface</em> tersebut dikarenakan estetika merupakan salah satu aspek terpenting pada perancangan <em>Visual Interface</em></p><p> </p><p><strong>Kata kunci: </strong><em>User Interface, User Experience, </em>Struktur Pengalaman Estetika<em>, </em>Ruangguru</p>


Author(s):  
Francisco V. Cipolla-Ficarra ◽  
Jim Carré ◽  
Alejandra Quiroga ◽  
Valeria M. Ficarra

We present the main motivations why the excellence of the university education related to architectural CAD, graphic art/expression, and UX may be inexistent in Spain, by focusing exclusively on graphic design. A set of online examples allows to orient the potential users of computer systems, user experience (UX), electronic information systems and generators of original multimedia contexts towards the epistemological principles of the formal and factual sciences. Besides, we detected an educational anti-model and the mercantilism in CAD, architectural graphic expression, art and UX education with a semiotic analysis of the dynamic and static media in university websites.


2019 ◽  
Vol 17 (1) ◽  
pp. 25-31
Author(s):  
Iro Laskari

Abstract This article investigates the hypothesis of creating non-linear audio-visual narratives, through an unanticipated use of traditional print-based games, enriched with videos, via augmented reality (AR) possibilities. A ludic system has been created and presented. Based on a traditional card game, a non-linear cinematic narrative occurs. We attempt to examine the following questions: in which way can we bring together different forms of visual communication, such as graphic design and video? Can the above forms create a complex narrative whole and what kind of rules will be needed for this? How can we enrich traditional forms of gaming with the potentials of AR? Gaming itself demands a set of rules. Can these rules play the role of algorithms in the combined universe that we have designed and created? In which way can the designer on the one hand and the user on the other influence the overall output of the system? What will the user experience be like? The printed card system chosen for this is Tarot and more precisely the Great Arcana, which makes use of the 22 fundamental Tarot figures.


Author(s):  
Mohammad Salehudin ◽  
Abdulloh Hamid ◽  
Zuhkhriyan Zakaria ◽  
Widdy H.F Rorimpandey ◽  
Muhammad Yunus

<span lang="EN-US">Mobile phone technology offers new opportunities to integrate face-to-face learning also other models of learning. Instagram is mostly only used for business and public figure exposure. But we see a tendency to use Instagram that students use in learning graphic design as a way to access content, publish work and learning outcomes using mobile phone. The purpose of this study is to find out the comparison of the average value of In-diagram assisted creative learning and measure the user experience (UX) of Instagram in learning graphic design. This study uses a quantitative approach with a pseudo experiment of non equivalent control group de-sign to find a comparison of the average value of student learning outcomes in the Statistical Test with MANOVA and to find out the average value of UX with UEQ Instagram benchmarks for learning graphic design. The results of the study there are significant differences (real) the average value between the experimental class group and the control class group. UX test results are on four scales that are categorized as ex-excellent, namely the scale of Attractiveness, efficiency, dependability, stimulation. One perspicuity scale is above average and the novelty scale is good, the mean range is 1.33-2.00 according to the UEQ benchmark interval. The implication of this research is that Instagram through mobile phone technology is effectively used for the creative learning of graphic design lessons and needs to be developed as a medium for the development of teaching materials on all subject matter.</span>


2021 ◽  
Vol 4 (1) ◽  
Author(s):  
A Miller ◽  
Karen Nourse Reed

This case study details the methodologies we used to create a gamified library orientation experience through an iterative design process involving the phases of empathize, define, ideate, prototype, and test. For libraries with staff skilled in basic HTML and graphic design, gamified experiences are possible when they approach them with a design-thinking mindset. In designing the gamified orientation experience, we used a minimal amount of coding and conducted usability testing with playtesters prior to launch. We describe a sequence of issues we encountered during playtests, and we discuss remedies we took to balance storyline, content, educational objectives, and gameplay.


2011 ◽  
Author(s):  
Christina Harrington ◽  
Sharon Joines
Keyword(s):  

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