User Experience (UX) Design Elements for Design of Smart Phone Learning Experience Based on Embodied Cognition Theory

2017 ◽  
Vol 23 (2) ◽  
pp. 281-313
Author(s):  
Kyoo-Lak Cho ◽  
Sun-Yun Kim
2020 ◽  
Vol 4 (1) ◽  
pp. 8
Author(s):  
Kiemute Oyibo ◽  
Julita Vassileva

In e-commerce, the user interface design of a website is critical to its success. However, there is limited research on how colour and layout design elements influence the perception of e-commerce websites for mobile devices. To bridge this gap, we conducted an empirical study to investigate, how the layout of information and colour temperature of an e-commerce tourism website for mobile device influence essential Technology Acceptance Model (TAM) user experience (UX) design attributes and intention to use the website. The results of our Partial Least Square Path Modelling (PLSPM) showed that both interface design elements significantly influence perceived aesthetics, perceived enjoyment, perceived usefulness and intention to use. Specifically, layout (list = 0 and grid = 1) positively influences perceived aesthetics and perceived enjoyment, while colour temperature negatively influences perceived usefulness and intention to use. The first finding suggests that in tourism website design for mobile devices, a grid layout of products and services provides a better hedonic user experience than a list layout. Moreover, the second finding suggests that cooler-temperature (blue and green) tourism websites are viewed by users as more useful than warmer-temperature (orange and red) tourism websites. We discuss the implications of these findings in the context of website UX design for mobile devices in the tourism domain.


Author(s):  
Maximilian Altmeyer ◽  
Pascal Lessel ◽  
Subhashini Jantwal ◽  
Linda Muller ◽  
Florian Daiber ◽  
...  

AbstractPersonalizing gameful applications is essential to account for interpersonal differences in the perception of gameful design elements. Considering that an increasing number of people lead sedentary lifestyles, using personalized gameful applications to encourage physical activity is a particularly relevant domain. In this article, we investigate behavior change intentions and Hexad user types as factors to personalize gameful fitness applications. We first explored the potential of these two factors by analyzing differences in the perceived persuasiveness of gameful design elements using a storyboards-based online study ($$N=178$$ N = 178 ). Our results show several significant effects regarding both factors and thus support the usefulness of them in explaining perceptual differences. Based on these findings, we implemented “Endless Universe,” a personalized gameful application encouraging physical activity on a treadmill. We used the system in a laboratory study ($$N=20$$ N = 20 ) to study actual effects of personalization on the users’ performance, enjoyment and affective experiences. While we did not find effects on the immediate performance of users, positive effects on user experience-related measures were found. The results of this study support the relevance of behavior change intentions and Hexad user types for personalizing gameful fitness systems further.


2018 ◽  
Vol 176 ◽  
pp. 04006 ◽  
Author(s):  
Pei Xuesheng ◽  
Wang Yang

Modern electronic products are changing with each passing day, and the most prominent one is the smart phone. Screen is the key part for people to extract and exchange information through mobile phones, and its development is very rapid. This article summarize the development laws of screen size, screen occupation ratio, resolution and shape from the perspective of user experience, and analyze the reasons for its development law. According to the research, the optimal size of the mobile phone screen suitable for the users is summed up and verified through the questionnaire, which provides a reliable basis for the developer of mobile phone to design smart phone screen and improve the satisfaction of the user experience.


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):  
Desislava Paneva-Marinova ◽  
Radoslav Pavlov

This chapter presents solutions for personalized observation and enhanced learning experience in digital libraries (DLs) by special smart educational nooks. Main factors related to the DLs user experience and content usability issues are considered. During the user experience design, the users' needs, goals, preferences, and interests have been carefully studied and have become the starting point for the new DLs functionality development. This chapter demonstrates several educational nooks or their components, such as learning tools in a digital library for fashion objects, a smart learning corner in an iconographical art digital library, an ontology of learning analysis method, and some educational games for art and culture in which authors are co-developers.


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.


Author(s):  
Lisa Jo Elliott

Technology seems to be here to stay and academics are encouraged to incorporate it into their classrooms. Yet, little has been written about the human side and how the widespread use of technology by students changes the expectations of their effort, the instructor's approach, satisfaction with the learning experience, and the students' ability to apply what they have learned to future coursework or their life. This chapter reports research that informs this topic, synthesizes the current literature as it pertains to technology and pedagogy, and correlates this information with what is known about the development of metacognition during learning in adults. The chapter ends with some helpful approaches.


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