scholarly journals The Effect of User-Generated Image Pixel Quality on User Experience: A Scenario-Based Experiment in Social Media

Author(s):  
Lu Zhao
Keyword(s):  
2020 ◽  
Vol 4 (1) ◽  
pp. 567-577
Author(s):  
Gilang Endra Prastowo ◽  
Dian Prajarini

"Muggle Division" is engaged in convection production services,founded 5 years ago, so far using Instagram promotion media.However, when social media cannot provide clear and completeinformation, problems arise such as when consumers are about toorder and have to wait for customer service to respond for quite along time. Therefore we need media to answer these obstacles,namely the website, to provide more complete, clear information andorder input services without having to wait for customer serviceresponses. This study aims to design a "Muggle Division" websiteequipped with a self-service order feature. The user experiencedesign method used is the five planes user experience elementsmethod followed by writing HTML, CSS, and Javascript tags. Theresult of the design is a "Muggle Division" website with UI and UXrules. The use of UI methods includes color, layout, typography,whitespace, icons, and animation. The use of the UX method is in thestep by the step payment system and page login which provides theoption of page register for visitors who are not yet a member of the"Muggle Division".


Author(s):  
Howard Rheingold

Reprinted from legendary cyberspace pioneer Howard Rheingold's classic, The Virtual Community: Homesteading on the Electronic Frontier, “Daily Life in Cyberspace: How the Computerized Counterculture Built a New Kind of Place” situates the reader in the context of social media before the World Wide Web. Rheingold narrates how he became involved in The WELL community; details community and personalities on The WELL; and documents user experience with the WELL's conferencing system, including how conversations are created and organized and how social media compares to face to face dialog. Rheingold also explores social media-based dialog in terms of reciprocity; “elegantly presented knowledge”; the tradition of conversation in the Athenian agora; and the value of freedom of expression. Introduced by Judy Malloy.


Author(s):  
Hector Puente Bienvenido ◽  
Borja Barinaga ◽  
Jorge Mora-Fernandez

This chapter is focused on describing the history and the current relevance of user experience (UX) techniques that combine data science and AI in the research field of interactive and immersive storytelling, including virtual and augmented realities. It initially presents a brief history of interactive storytelling, video games, VR and AR, AI and data science, and the user experience (UX) techniques used in those areas. Later, the chapter describes the UX techniques in depth, using AI and data science that work best and are more useful for testing interactive media products, describing examples of its applications briefly. Finally, the chapter presents conclusions in relationship with utopias and dystopias regarding the future use of UX, AI, and data science in several areas such as edutainment, social media, media arts, and business, among others.


Author(s):  
Devesh Bathla ◽  
Shraddha Awasthi ◽  
Kuber Singh

In every field, during a particular era, there is someone who stands up to a cause. There is a “North Star” in the sky to guide the “navigator” who might erringly go astray to reach the destination. The star gives direction through sheer stability. Consumer analytics as such is widely accepted throughout the world. It especially has a firm footing in enriching user experience thanks to the gigantic data collection exercise. The popularity seems to have stemmed from the fact that analytics is the real “navigator” based on data facts and the panacea for the business problems and leads the way forward whenever required. Customer journey analytics is a key instrument in the profitability framework. It also aims to provide a view of customers that is essentially dynamic in nature and other key data points observed during the life cycle of a customer. It further covers ahead of the prevailing product ownership and user data for inculcating the information such as digital channel interactions, social media, voice-of-the-consumer interactions, sentiment analysis, and more.


2019 ◽  
Vol 2019 ◽  
Author(s):  
Indra Ayu Susan Mckie ◽  
Bhuva Narayan

Conversational bots, otherwise known as chatbots, operate within the fourth industrial revolution as a client facing form of AI. They are communicative interfaces that mimic human conversation to deliver information in a highly personalised way. The user experience of chatbots can change the way individuals, groups and organisations define themselves online (Whitley, Gal & Kjaergaard, 2014). This paper discusses the opportunities in building an online identity via chatbots, with emphasis on harnessing the properties of chatbots to develop trust with users. Currently, organisations are limited to the properties and affordances of web browsers, search engines and social media to communicate a “shared symbolic representation” (Gioia, 1998). This paper focuses on organisational identities on the Internet, and details both opportunities and vulnerabilities in establishing trust with users through chatbots.


2020 ◽  
Vol 2 (1) ◽  
pp. 249-259
Author(s):  
Dian Prajarini

Gamplong Tourism Village and Craft at Sleman Regency are one of the alternative tourist destinations of Yogyakarta Special Region. This tourist village presents weaving craft tours. There are approximately 18 weaving craftsmen in this tourist village. The promotions that have been carried out so far are still using leaflet and social media usage methods. It is an obstacle when social media does not provide clear information for tour packages in Gamplong tourism and craft villages. The absence of a website as a showroom and provider of information about the details of Gamplong tourism villages and handicrafts. This research develops a Gamplong village tourism and craft web profile prototype uses user experience design method. The design method uses five planes user experience elements. The design result evaluation method uses a heuristic evaluation method. The results of the study succeeded in creating a prototype web profile of Gamplong Tourism Village and Craft with user experience design method. The heuristic evaluation results on the interface of the Gamplong Tourism Village's prototype web profile and Handicraft as a reference for usability evaluation, suggesting that aesthetics, design, and match with the real, but need better handling for error prevention, adding help menus, and bilingual features.


Author(s):  
Kata Kapusy ◽  
Emma Lógó

User experience (UX) has been a hot topic and should be an integral part of the design process – from the early concept to the final product. This article introduces a UX evaluation methodology that helps collect the pragmatic and hedonic attributes of an application in the onboarding process. Moreover, the presented method helps not just to understand the UX (including customers’ unconscious need, desire, and pain points) but also to make the development points clear and straightforward to everyone in the product management team. We focus on a social media platform – Snapchat.


Author(s):  
Susanna Aromaa ◽  
Maria Tsourma ◽  
Stylianos Zikos ◽  
Eija Kaasinen ◽  
Mariia Kreposna ◽  
...  

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