User Experience Is All There Is

i-com ◽  
2021 ◽  
Vol 20 (3) ◽  
pp. 197-213
Author(s):  
Marc Hassenzahl ◽  
Michael Burmester ◽  
Franz Koller

Abstract Twenty years ago, we published an article in the first issue of the i-com entitled “Usability ist nicht alles” (Burmester et al., 2002), that is, “Usability isn’t everything”. This was certainly a provocative title. For most German researchers and practitioners of Human-Computer Interaction (HCI) usability was all there is and all that was ever needed to guarantee humane technology. Back then, we profoundly disagreed. We were convinced that there is more to the quality of interactive technology than mere effectiveness and efficiency. Now, twenty years later it seems safe to say that we had a point. Let’s take this as an opportunity to take a brief and utterly anecdotal look back, to take stock of the current perspective on designing the (user) experience, as well as to discuss some future opportunities and challenges.

Author(s):  
Camille Dickson-Deane ◽  
Hsin-Liang (Oliver) Chen

User experience determines the quality of an interaction being used by an actor in order to achieve a specific outcome. The actor can have varying roles and evolving needs, thus reviewing and predicting experiences are important. As an actor uses and gains feedback, the feedback guides individual and group behavior, thus becoming pertinent to how interactions occur. This chapter questions how artefacts are designed to promote such interactions and what processes should be incorporated to ensure successful interpretation, use, (physical) reaction, and conation. This chapter discusses the effects of user experiences today based on societal needs and expectations. It shows how the field is delineated into numerous sub-topics, all of which can stand on their own yet still draw from each other. The discussions will include fields such as cognitive science, human-computer interaction, learning sciences, and even ergonomics to show how design and subsequently interactions can assist in having successful user experiences.


Author(s):  
Camille Dickson-Deane ◽  
Hsin-Liang (Oliver) Chen

User experience determines the quality of an interaction being used by an actor in order to achieve a specific outcome. The actor can have varying roles and evolving needs thus reviewing and predicting experiences are important. As an actor uses and gains feedback, the feedback guides individual and group behavior thus becoming pertinent to how interactions occur. This then questions how artefacts are designed to promote such interactions and what processes should be incorporated to ensure successful interpretation, use, [physical] reaction and conation. This chapter discusses the effects of user experiences today based on societal needs and expectations. It shows how the field is delineated into numerous sub-topics all of which can stand on their own yet, still draw from each other. The discussions will include fields such as cognitive science, human computer interaction, learning sciences and even ergonomics to show how design and subsequently interactions can assist in having successful user experiences


2018 ◽  
Vol 9 (1) ◽  
pp. 587-596
Author(s):  
Dwi Nugra Heny

Website adalah sebuah cara untuk menampilkan diri di Internet. Dapat diibaratkan Website adalah sebuah tempat di Internet, siapa saja di dunia ini dapat mengunjunginya, kapan saja seseorang dapat mengetahui tentang diri orang lain, memberi pertanyaan pada seseorang, serta memberikan masukkan atau bahkan mengetahui dan membeli suatu produk. Pada penelitian ini akan mengelola kuisioner pengguna website di STTA menggunakan metode pengurutan quicksort guna mengetahui apakah website yang sudah ada memenuhi tujuan dari Human Computer Interaction (HCI) berdasarkan beberapa variabel dari user interface dan user experience. Pengolahan data pengguna Website STTA menggunakan metode quicksort diperoleh hasil bahwa Usability, Quality of Information (kualitas informasi) dan Classic Aesthetics masuk kategori “baik”, sedangkan Content, Pleasure, Expressive Aesthetics masuk kategori “cukup”. Hal tersebut mengindikasikan bahwa tujuan Human Computer Interaction (HCI) yaitu Usability, Effective dan Efficient masuk kriteria “baik”. Tetapi dari segi Appeal masuk kategori “cukup”, sehingga masih perlu dilakukan evaluasi guna perbaikan dan peningkatan website yang sudah ada.Kata kunci: quicksort, human computer interaction, website.


2014 ◽  
Vol 563 ◽  
pp. 245-247 ◽  
Author(s):  
Kang Hui ◽  
Jing Li

This article aims to analyze the interaction and human-computer interaction interface, and relying on Kansei engineering theory, make the analysis for the design of man-machine interface and how to better. This paper puts forward three aspects to consider ergonomics to embody the role of user interface design, fully confirms the "people-oriented" is the source of product design and user experience, can be solved by the met in the design field, in order to improve and optimize the machine and user interface of human-computer interaction, the better and more efficient. In the course of development of the society, human and social relations more closely, technology is also more and more intense challenge for human. [1] For the design of user interface, the material is caused by mechanical industrial production in large quantities of. Industrial production continued to stimulate the generation and development of the industrial society, social mass production technology as the center gradually as a measure of social progress bar. The quantity and quality of material satisfaction as the industrialized society, fully reflect the people's standard of living and the pursuit of the standard, but the contrary is immaterial society "emotion and experience", the quality of this factor to measure a person's life, the designer must break the existing way of thinking and logic to solve design practice from different social and cultural background, so the ergonomics and perceptual study very good application in. [2] 1 Study of human-machine interface Good design products as local a holographic system, a product includes all the information of our goods in society. [3] A design of excellent products, is the inevitable product, environmental, economic, technological, cultural and other factors the ingenious fusion and balance. Human computer interaction is no exception, it is on the needle and the computer how to effectively link as a starting point. [4] The perfect computer technology humanization only maximum achieve human-computer interaction harmony. In the interface design, to achieve the most convenient and efficient user experience, we should make full use of people easy memory and understanding of graphics and accurate small amounts of text, with different color and picture effect, only in this way in the process of operating the computer and the computer feedback and people, in order to achieve the full interaction. [5]


2014 ◽  
Vol 1 (1) ◽  
pp. 127-130 ◽  
Author(s):  
Valentin Petrescu ◽  
Florian Popescu ◽  
Alina Gligor

AbstractUsing blended learning method, Blast Furnace subject was analysed inside the DidaTec Project. The analysed factors were the quality of presentation, quantity of information per page and human – computer interaction. The analysis shows the preference of students to work with different learning environments.


2006 ◽  
Vol 3 (1) ◽  
pp. 33-52 ◽  
Author(s):  
Zeljko Obrenovic ◽  
Dusan Starcevic

In this paper we describe how existing software developing processes, such as Rational Unified Process, can be adapted in order to allow disciplined and more efficient development of user interfaces. The main objective of this paper is to demonstrate that standard modeling environments, based on the UML, can be adapted and efficiently used for user interfaces development. We have integrated the HCI knowledge into developing processes by semantically enriching the models created in each of the process activities of the process. By using UML, we can make easier use of HCI knowledge for ordinary software engineers who, usually, are not familiar with results of HCI researches, so these results can have broader and more practical effects. By providing a standard means for representing human computer interaction, we can seamlessly transfer UML models of multimodal interfaces between design and specialized analysis tools. Standardization provides a significant driving force for further progress because it codifies best practices enables and encourages reuse, and facilitates inter working between complementary tools. Proposed solutions can be valuable for software developers, who can improve quality of user interfaces and their communication with user interface designers, as well as for human computer interaction researchers, who can use standard methods to include their results into software developing processes.


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