Low Cost User Experience (UX) Design

Author(s):  
Eliezer Kantorowitz
Keyword(s):  
Low Cost ◽  
2021 ◽  
pp. 004728162110419
Author(s):  
Gustav Verhulsdonck ◽  
Tharon Howard ◽  
Jason Tham

Technical and professional communication (TPC) and user experience (UX) design are often seen as intertwined due to being user-centered. Yet, as widening industry positions combine TPC and UX, new streams enrich our understanding. This article looks at three such streams, namely, design thinking, content strategy, and artificial intelligence to uncover specific industry practices, skills, and ways to advocate for users. These streams foster a multistage user-centered methodology focused on a continuous designing process, strategic ways for developing content across different platforms and channels, and for developing in smart contexts where agentive products act for users. In this article, we synthesize these developments and draw out how these impact TPC.


Author(s):  
Thiago D'Angelo ◽  
Saul Emanuel Delabrida Silva ◽  
Ricardo A. R. Oliveira ◽  
Antonio A. F. Loureiro

Virtual Reality and Augmented Reality Head-Mounted Displays (HMDs) have been emerging in the last years. These technologies sound like the new hot topic for the next years. Head-Mounted Displays have been developed for many different purposes. Users have the opportunity to enjoy these technologies for entertainment, work tasks, and many other daily activities. Despite the recent release of many AR and VR HMDs, two major problems are hindering the AR HMDs from reaching the mainstream market: the extremely high costs and the user experience issues. In order to minimize these problems, we have developed an AR HMD prototype based on a smartphone and on other low-cost materials. The prototype is capable of running Eye Tracking algorithms, which can be used to improve user interaction and user experience. To assess our AR HMD prototype, we choose a state-of-the-art method for eye center location found in the literature and evaluate its real-time performance in different development boards.


Author(s):  
Steven Pigeon ◽  
Stéphane Coulombe

The problem of efficiently adapting JPEG images to satisfy given constraints such as maximum file size and resolution arises in a number of applications, from universal media access for mobile browsing to multimedia messaging services. However, optimizing for perceived quality (user experience) commands a non-negligible computational cost which in the authors work, they aim to minimize by the use of low-cost predictors. In previous work, the authors presented predictors and predictor-based systems to achieve low-cost and near-optimal adaption of JPEG images under given constraints of file size and resolution. In this work, they extend and improve these solutions by including more information about images to obtain more accurate predictions of file size and quality resulting from transcoding. The authors show that the proposed method, based on the clustering of transcoding operations represented as high-dimensional vectors, significantly outperforms previous methods in accuracy.


2019 ◽  
Vol 39 (5) ◽  
pp. 931-943
Author(s):  
Samir Garbaya ◽  
Daniela M. Romano ◽  
Gunjeet Hattar

Purpose The purpose of this paper is to study the effect of the gamification of virtual assembly planning on the user performance, user experience and engagement. Design/methodology/approach A multi-touch table was used to manipulate virtual parts and gamification features were integrated into the virtual assembly environment. An experiment was conducted in two conditions: a gamified and a non-gamified virtual environment. Subjects had to assemble a virtual pump. The user performance was evaluated in terms of the number of errors, the feasibility of the generated assembly sequence and the user feedback. Findings The gamification reduced the number of errors and increased the score representing the number of right decisions. The results of the subjective and objective analysis showed that the number of errors decreased with engagement in the gamified assembly. The increase in the overall user experience reduced the number of errors. The subjective evaluation showed a significant difference between the gamified and the non-gamified assembly in terms of the level of engagement, the learning usability and the overall experience. Research limitations/implications The effective learning retention after training has not been tested, and longitudinal studies are necessary. The effect of the used gamification elements has been evaluated as a whole; further work could isolate the most beneficial features and add other elements that might be more beneficial for learning. Originality/value The research reported in this paper provides valuable insights into the gamification of virtual assembly using a low-cost multi-touch interface. The results are promising for training operators to assemble a product at the design stage.


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.


2021 ◽  
Vol 33 (1) ◽  
Author(s):  
Trevor Chawana ◽  
Funmi Adebesin

Incorporating user experience (UX) design into system development processes can give an organisation competitive advantage over its rivals. Embedding UX design into system development processes requires investment in skilled professionals, who in turn follow a methodical process to make UX design an integral part of the organisation. Despite the value that can be added by UX design, demonstrating the return on investment (ROI) in UX remains a perennial challenge because of the difficulty associated with explicitly linking UX design with good ROI, to the exclusion of other system development processes. In this paper, we report on the current state of measuring ROI in UX design in a selection of South African organisations. We interviewed 33 UX professionals from four organisations to get insight into how ROI in UX design is measured in their respective organisations. The results showed that some participants were aware of the metrics that could be used to measure ROI in UX design. However, none of the four organisations were specifically calculating ROI in UX. Rather, ROI was being calculated on entire project.


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