scholarly journals JURNAL PENGARUH USER EXPERIENCE (UX) DESIGN TERHADAP KEMUDAHAN PENGGUNA DALAM MENGGUNAKAN APLIKASI CARSWORLD

2021 ◽  
Vol 17 (1) ◽  
Author(s):  
Joaldrik Ferad Wawolumaja

Rapid advances in digital technology are followed by intense competition for digital products. Digital product competition requires every business business to keep trying to facilitate their users as an effort to improve the User Experience of each user. User Experience (UX) Design is an important thing for digital businesses to pay attention to. The ease of user interaction or use of digital products will make the digital product widely used and anti to be abandoned. The better User Experience (UX) Design of a digital product, will make the user more comfortable in using it and as an impact, the user will become a loyal user and may be happy to recommend the product to others. Carsworld app, is the nearest car service online booking application. This application was created in 2018 and has been downloaded more than 10 thousand times on Playstore. This research will discuss about how User Experience (UX) Design affects the ease of users in using Carsworld application. The research was conducted by descriptive quantitative method based on 3 (Three) factors that need to be considered by user experience designer (UX) design as an effort to provide convenience for users of Carsworld application namely Usability, Look and Feel. The results of the study showed that User Experience (UX) Design affects the ease of users in using Carsworld application.

Author(s):  
Rahmat Rizal ◽  
Edi Susilo ◽  
Salhazan Nasution

People's dependence on digital technology has increased rapidly since the global Covid-19 pandemic. This causes the world's need for digital products and human resources to make digital products higher. Informatics Engineering Program is one of the providers of human resources who are proficient in the field of information technology. One of the basic skills that must be possessed to create digital products is programming or coding skills. The more skilled a person is at typing and understanding coding, the more complex the digital products he can create. This is why the coding ability of students in the Informatics Engineering Program must be improved. This website-based coding training program aims to improve the coding skills of Informatics Engineering students with interesting and fun gamification methods. Gamification methodology will greatly benefit student of Informatics Engineering Program in Riau University to improve his or her coding skill without consuming too much time and energy.


Author(s):  
A. Yu. Kosenkov

Based on the analysis of transformations of the technical reality of the last century related to the development of computers and digital technologies, the article discusses the processes of digitalization and digital transformations. It has been established that digitalization can be understood as the process of creating, through digital technologies, a specific real or virtual digital product with information, communication, production, economic and other purposes. It is noted that the digitalization process leads to digital transformations – processes of a qualitative change in the structural elements of reality associated with the development and use of digital technologies and digital products. The study also establishes that digitalization processes, due to the advent of computer devices and digital technologies, are transforming technical reality.


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.


2008 ◽  
pp. 1551-1559
Author(s):  
George Lepouras ◽  
Costas Vassilakis

Firms and organizations are increasingly exploiting electronic channels to reach their customers and create new business opportunities. To this end, electronic shops have been developed, either offering products from a single firm or encompassing multiple individual electronic stores, comprising thus electronic shopping malls. Besides development activities, electronic shopping has attracted the attention of researchers, who have studied various perspectives, including user attitude, critical success factors, security, technical aspects, and so forth (e.g., Fang & Salvendy, 2003; Wang, Makaroff, & Edwards, 2003). Two main concerns for e-commerce are personalization and enhancement of user experience. Personalization addresses the ability to offer content tailored to the preferences of each user (Anupam, Hull, & Kumar, 2001) or user group (Wang et al., 2003). Preferences may be explicitly declared by the user, or derived by the system through inspecting user interaction; if the system dynamically reacts to changes of visitor behavior, it is termed as adaptive. Personalization allows customers to focus on the items they are interested in, and enables electronic shops to make targeted suggestions and send promotions to customers (Lekakos & Giaglis, 2005). Enhancement of user experience is another major issue in e-commerce, given that 2D images and texts on the screen are not sufficient to provide information on product aspects such as physical dimensions, textures, and manipulation feedback (Park & Woohun, 2004). Major e-commerce categories that could benefit from giving a more accurate and/or complete view of the products include real estate brokers who could present detailed models of properties, furniture stores that could allow their customers to view how certain pieces would fit in the target place (Hughes, Brusilovsky, & Lewis, 2002), and clothing shops that could provide a virtual fitting room with customizable avatars (Compucloz Corporation, 2003). Multimedia presentations can also be used as a means for “information acceleration” for promoting “really new” products (Urban et al., 1997). Enhancement of user experience may finally compensate for the loss of the pleasure associated with a visit to a shopping mall (Laskaridis, Vassilakis, Lepouras, & Rouvas, 2001). Nowadays, the technological potential of Internet systems provides adequate means for building online multimedia applications that can help e-commerce sites attract e-shoppers. Applications can be built to adapt to the user’s profile and provide the user with a suitable set of information in the most efficient way. Virtual reality (VR) technologies are also now mature enough to be used for the wide public, offering vivid and highly interactive environments, allowing users to view synthetic worlds within which they can visualize and manipulate artifacts. This article aims to specify a system that exploits capabilities offered by adaptation and VR technologies to offer e-shoppers personalized and enhanced experiences, while addressing challenges related to the cost, complexity, and effort of building and maintaining such a system.


2018 ◽  
Vol 2018 ◽  
pp. 1-14
Author(s):  
Wei Li ◽  
Jia Liang

The value of a digital product diminishes because of the changing needs of consumers over time. To maintain the value of products, digital product firms sequentially launch upgraded versions of existing products. Therefore, a critical challenge faced by these firms is to determine the timing of launching upgrades. In this study, we develop an analytical model that incorporates needs variation and a product diffusion process in a sequential launching context. The comprehensive model considers two types of transition strategies (i.e., older generations are gradually phased out or totally replaced). We investigate the optimal launching timing of new product generation by conducting several computational experiments. Under total replacement, an astute manager will launch the upgrade when the existing version has reached the maturity stage. However, phase-out transition, the new upgrade, will be launched now or never according to the rate of needs variation. This study bridges the gap between the knowledge on the launching timing of digital products and the volatility of consumer valuation.


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.


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