Systematic Literature Review Method for Evaluation of User Experience on Ticket Booking Applications

Author(s):  
Lisa Maharani ◽  
Yusuf Durachman ◽  
Suci Ratnawati
Proceedings ◽  
2019 ◽  
Vol 31 (1) ◽  
pp. 14 ◽  
Author(s):  
Díaz-Oreiro ◽  
López ◽  
Quesada ◽  
Guerrero

Standardized questionnaires are one of the methods used to evaluate User Experience (UX). Standardized questionnaires are composed of an invariable group of questions that users answer themselves after using a product or system. They are considered reliable and economical to apply. The standardized questionnaires most recognized for UX evaluation are AttrakDiff, UEQ, and meCUE. Although the structure, format, and content of each of the questionnaires are known in detail, there is no systematic literature review (SLR) that categorizes the uses of these questionnaires in primary studies. This SLR presents the eligibility protocol and the results obtained by reviewing 946 papers from four digital databases, of which 553 primary studies were analyzed in detail. Different characteristics of use were obtained, such as which questionnaire is used more extensively, in which geographical context, and the size of the sample used in each study, among others.


2021 ◽  
Vol 5 (6) ◽  
pp. 28
Author(s):  
Nikolaos Pellas ◽  
Stylianos Mystakidis ◽  
Athanasios Christopoulos

A substantial body of literature has well-documented and demonstrated the potential of using three-dimensional (3D) virtual worlds (VWs) across various learning subjects and contexts in primary and secondary (K-12) education. However, little is known when it comes to issues related to child-interaction research and the impact that design decisions have on the user experience (UX), especially when game-based learning approaches are employed in 3DVWs. Hence, in this systematic literature review, we appraise and summarize the most relevant research articles (n = 30) conducted in K-12 settings, published between 2006–2020 and that elicit information related to (a) the interaction design (ID) of game events and trends associated with game elements and features that were utilized for the development and creation of game prototypes, (b) the research methods which were followed to empirically evaluate their teaching interventions, and (c) the design-related issues and factors affecting ID and UX by identifying the most frequent set of learning and game mechanics that were adopted in various game prototypes in different learning subjects. The vast majority of game prototypes enhanced students’ engagement and participation, affecting their achievements positively. This systematic literature review provides clear guidelines regarding the design decisions that educational stakeholders should consider, and provides recommendations on how to assess and evaluate the students’ learning experience (i.e., performance, achievements, outcomes) using 3DVWs.


Author(s):  
Laura Icela González-Pérez ◽  
María-Soledad Ramírez-Montoya ◽  
Francisco J. García-Peñalvo

Disruptive ideas and innovative business models take shape from observing and investigating the needs and demands of potential users and measuring their success based on the acceptance by users and their satisfaction. In an educational context, a new mission of the university has emerged, supported by the transfer of open access knowledge through Institutional Repositories (IR); it is important to know the motivations and needs of the academic community to promote scientific dissemination using these platforms. The present article uses the method of systematic literature review: using 29 studies from SCOPUS and WoS, involving the topics User-Centered Design (UCD) and repositories. The results show that two of the three UCD phases—evaluation and requirements—are closely linked and are the reiterative focus of UCD; thus, it is desirable to promote the design of custom-made prototypes according to the users' motivations. It is necessary to redefine methodologies for IR development within open-access ecosystems to guide them towards meeting their potential users' needs and motivations.


2020 ◽  
Vol 20 (1) ◽  
pp. 1-20 ◽  
Author(s):  
Heni Cherni ◽  
Natacha Métayer ◽  
Nicolas Souliman

This study represents a systematic literature review in which we explored the locomotion techniques in virtual reality between 2012 and 2019. We analysed and compared 22 locomotion methods that we have identified in 26 papers included in our review. The objective is to better understand relevant locomotion techniques and their impact on the user experience. The review of the literature has shown a wide range of different locomotion techniques which each technique is characterized by different advantages and drawbacks, but classic locomotion techniques such as joystick outperformed all the proposed technique in the reviewed studies. We also proposed a taxonomy and two types of evaluation for locomotion techniques in virtual environment. These elements provide guidelines that may help researchers to choose the most adapted locomotion technique according to the aim of their study.


2021 ◽  
pp. 004728162110444
Author(s):  
Candice Lanius ◽  
Ryan Weber ◽  
Joy Robinson

User experience (UX) researchers in technical communication (TC) and beyond still need a clear picture of the methods used to measure and evaluate UX. This article charts current UX methods through a systematic literature review of recent publications (2016–2018) and a survey of 52 UX practitioners in academia and industry. Our results indicate that contemporary UX research favors mixed methods, and that usability testing is especially popular in both published research and our survey results. This article presents these findings as a snapshot of contemporary research methods for UX.


Sign in / Sign up

Export Citation Format

Share Document