Eliciting User Needs and Design Requirements for User Experience in Fully Automated Vehicles

Author(s):  
Seul Chan Lee ◽  
Chihab Nadri ◽  
Harsh Sanghavi ◽  
Myounghoon Jeon
Teknologi ◽  
2021 ◽  
Vol 11 (1) ◽  
pp. 34-45
Author(s):  
Ariq Cahya Wardhana ◽  
◽  
Gita Fadila Fitriana ◽  

Innovation is a process to generate new ideas and change something of value in meeting user needs. Innovation requires measuring the readiness level of innovation in universities to monitor and carry out the resulting innovations. This research was conducted to design an application for measuring the level of innovation using the User Experience Lifecycle (UXL) method. This application can assist in submitting activities and measuring the level of innovation carried out by lecturers or students. This application is made in four stages, namely, analysis, design, prototype, and evaluation. Analysis of user needs is carried out at the Innovation Unit of the Institut Teknologi Telkom Purwokerto through interviews. The interaction design requirements are generated in the form of design requirements and work activity affinity diagrams with two main tasks, namely proposing innovation measurements and obtaining progress reports. After that, a discussion was held in the form of a design thinking and ideation session with the innovation unit that produces personas, sketches, and scenarios. Furthermore, the design implementation is done by creating a medium-fidelity prototype, and the results are tested using the System Usability Scale (SUS). Of the ten questions that must be answered distributed to lecturers and students, the results of the test by the lecturer got a value of 69.17 or B (Good), and students rated 69.40 or B (Good). Based on these results, the application's medium-fidelity prototype has exceeded the minimum requirements of 67 or C (Enough) so that the prototype can be produced so that it can be delivered to the public or the public.


2021 ◽  
Vol 1 ◽  
pp. 61-70
Author(s):  
Ilia Iuskevich ◽  
Andreas-Makoto Hein ◽  
Kahina Amokrane-Ferka ◽  
Abdelkrim Doufene ◽  
Marija Jankovic

AbstractUser experience (UX) focused business needs to survive and plan its new product development (NPD) activities in a highly turbulent environment. The latter is a function of volatile UX and technology trends, competition, unpredictable events, and user needs uncertainty. To address this problem, the concept of design roadmapping has been proposed in the literature. It was argued that tools built on the idea of design roadmapping have to be very flexible and data-driven (i.e., be able to receive feedback from users in an iterative manner). At the same time, a model-based approach to roadmapping has emerged, promising to achieve such flexibility. In this work, we propose to incorporate design roadmapping to model-based roadmapping and integrate it with various user testing approaches into a single tool to support a flexible data-driven NPD planning process.


Author(s):  
Andreas Löcken ◽  
Anna-Katharina Frison ◽  
Vanessa Fahn ◽  
Dominik Kreppold ◽  
Maximilian Götz ◽  
...  

2018 ◽  
Vol 2 (4) ◽  
pp. 74
Author(s):  
Stavros Tasoudis ◽  
Mark Perry

This study reports on the empirical findings of participatory design workshops for the development of a supportive automotive user experience design system. Identifying and addressing this area with traditional research methods is problematic due to the different user experience (UX) design perspectives that might conflict and the related limitations of the automotive domain. To help resolve this problem, we conducted research with 12 user experience (UX) designers through individual participatory prototyping activities to gain insights into their explicit, observable, tacit and latent needs. These activities allowed us to explore their motivation to use different technologies; the system’s architecture; detailed features of interactivity; and to describe user needs including efficiency, effectiveness, engagement, naturalness, ease of use, information retrieval, self-image awareness, politeness, and flexibility. Our analysis led us to design implications that translate participants’ needs into UX design goals, informing practitioners on how to develop relevant systems further.


2020 ◽  
Vol 4 (01) ◽  
pp. 44-55
Author(s):  
Alvi Syahrina ◽  
Tien Fabrianti Kusumasari

The textile industry needs an e-commerce platform to facilitate purchase of textile goods and to improve connectivity between industries. The textile industry has distinct characteristics from other industry, from its supply chain characteristics to the details of goods sold. Therefore, Indonesia Smart Textile Industry Hub (ISTIH) as a textile e-commerce platform needs to implement different strategy from e-commerce in general. Different strategies will affect the design of user experience or user experience in e-commerce. This journal will discuss how to design e-commerce specifically for textiles using the five planes method. The strategy plane produced the objectives and user needs of e-commerce, the scope plane produced the list of the required features, the structure plane produced detailed flow of user activities, the skeleton plane produced layout designs and information organization in the form of wireframes, and the surface plane produced the design up to the level of interface detail. The interface detail is also designed to meet eight golden rules of interface design. The output produced in this study is the design of the textile e-commerce interface on the alpha version of the website.


2021 ◽  
Vol 2 (1) ◽  
pp. 17-26
Author(s):  
Hananda Ilham ◽  
Bangun Wijayanto ◽  
Swahesti Puspita Rahayu

User Interface/User Experience (UI/UX)  design is very important because with a good design that meets user needs, it can make users feel comfortable when using a product. One example is the Academic Information System (SIA), if the design of the SIA is not user friendly, it will have an impact on both the user and the system. Such as input errors, missing information, difficulties in using it. The purpose of conducting UI / UX analysis and design at SIA Universitas Jenderal Soedirman is to solve the problems experienced by users today. Users involved in this research are students. Design is made using the Design Thinking method and for the testing using Usability Testing.


i-com ◽  
2016 ◽  
Vol 15 (1) ◽  
Author(s):  
Anja Endmann ◽  
Daniela Keßner

AbstractCompanies are more and more interested in providing a positive user experience (UX). The aim is to offer a smooth and pleasant experience with the application at hand. As UX consultants, we often face the following basic questions at the start of user experience projects: How can we learn about the user processes in the scope of the project, that is, the activities a user needs to perform to achieve a certain goal? How can we gather the essential steps and stages of the user process and the experiences accompanying them? How do we identify where in the process user research is needed? In order to help answer these questions, we suggest the method of User Journey Mapping, which we developed and refined in the course of seven customer projects.


Author(s):  
Leonardo Favario ◽  
Enrico Masala

A large amount of educational resources are currently available in the Internet, covering educational needs for many school grades. However, using such wealth of material, typically dispersed in several repositories, in a simple and effective way, is rather challenging due to the difficulties encountered by teachers in learning the peculiar access and operational procedures that each repository system requires. Therefore, it is important to provide the teachers with a centralized, integrated, simple system that can address most of their needs so that every operation (search, edit, share, download) can be done from a single location. This work follows this direction by designing and presenting both an architecture to integrate different repository systems using the Content Management Interoperability Services (CMIS) API and an integration layer that provides a simple web interface suitable for the needs of both the content creators (teachers) and the users of the contents (learners). Results have been evaluated both quantitatively, i.e., using performance indicators such as response time, and qualitatively, on the basis of the user experience evaluated through a questionnaire. Both type of results show that the platform adequately addresses user needs therefore it has the potential to be embraced by a large user community.


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