Practical Approach for Apps Design in Compliance With Accessibility, Usability, and User Experience

2022 ◽  
pp. 109-134
Author(s):  
Fernando Almeida ◽  
Nuno Bernardo ◽  
Rúben Lacerda

There is a huge proliferation of digital products on the market today for both large enterprises and small businesses. Most of these companies have experienced the development of software products for the mobile market and have been faced with the major challenge of capturing the customer's attention. There is a great focus on making a great first impact and providing the audience with the best possible digital experience. Accordingly, issues related to usability, accessibility, and user experience are extremely relevant. This chapter addresses how these practices can be used in practice by building an app that offers car cleaning services. Several approaches based on building app interfaces that increase user engagement and retention levels are explored and discussed.

2020 ◽  
Vol 17 (1) ◽  
pp. 37-48 ◽  
Author(s):  
Florian Mundhenke

Audience research proves that possibilities of interaction in i-docs are often not fulfilled by the user, who is not really part of a ‘work in progress’ (as intended by the makers). With the shift and development of new digital formats (360-degree-films, nonfictional VR experiences, AR apps), the question of the possible interactive potential should be addressed once again. Since VR projects are fully immersive (mostly using head-mounted displays), there is no possible distraction from outside on the one hand. On the other hand, there is a shift from the computer game style aesthetic of early i-docs, with their pure spatial arrangement of events, to a more inclusive digital storytelling modality with the user experiencing his own world-building. This will be discussed with taking into consideration the non-fictional VR experience as a mode of actively combining immersion and storytelling for a satisfactory user experience. Afterwards two very different examples of nonfictional VR production will be presented, and their modalities will be briefly touched; the utilized approach and its user response will be discussed. A look at the future of possible developments concludes the essay.


10.2196/14052 ◽  
2019 ◽  
Vol 3 (4) ◽  
pp. e14052 ◽  
Author(s):  
Heather Cole-Lewis ◽  
Nnamdi Ezeanochie ◽  
Jennifer Turgiss

Researchers and practitioners of digital behavior change interventions (DBCI) use varying and, often, incongruent definitions of the term “engagement,” thus leading to a lack of precision in DBCI measurement and evaluation. The objective of this paper is to propose discrete definitions for various types of user engagement and to explain why precision in the measurement of these engagement types is integral to ensuring the intervention is effective for health behavior modulation. Additionally, this paper presents a framework and practical steps for how engagement can be measured in practice and used to inform DBCI design and evaluation. The key purpose of a DBCI is to influence change in a target health behavior of a user, which may ultimately improve a health outcome. Using available literature and practice-based knowledge of DBCI, the framework conceptualizes two primary categories of engagement that must be measured in DBCI. The categories are health behavior engagement, referred to as “Big E,” and DBCI engagement, referred to as “Little e.” DBCI engagement is further bifurcated into two subclasses: (1) user interactions with features of the intervention designed to encourage frequency of use (ie, simple login, games, and social interactions) and make the user experience appealing, and (2) user interactions with behavior change intervention components (ie, behavior change techniques), which influence determinants of health behavior and subsequently influence health behavior. Achievement of Big E in an intervention delivered via digital means is contingent upon Little e. If users do not interact with DBCI features and enjoy the user experience, exposure to behavior change intervention components will be limited and less likely to influence the behavioral determinants that lead to health behavior engagement (Big E). Big E is also dependent upon the quality and relevance of the behavior change intervention components within the solution. Therefore, the combination of user interactions and behavior change intervention components creates Little e, which is, in turn, designed to improve Big E. The proposed framework includes a model to support measurement of DBCI that describes categories of engagement and details how features of Little e produce Big E. This framework can be applied to DBCI to support various health behaviors and outcomes and can be utilized to identify gaps in intervention efficacy and effectiveness.


Author(s):  
Alla Kompaniets ◽  
Hanna Chemerys

The article is devoted to the analysis of the influence of the psychology of human behavior on user experience. The evolution of the conceptual apparatus in the field of designing the user interface, taking into account the user experience. Based on recent research and publications, summarized psychological concepts that are fundamental in designing software products based on user experience. The process of cognitive load formation and its influence on user experience is described. Based on the existing literature, the process of forming the user experience is described, as well as the study of the theory of levels of the system of emotions. Also, the article discusses the topic of the effect of cognitive load on user experience, and provides examples of how the results of research on behavioral psychology improve the practice of developing user experience. The field of UX (user experience) studies is being studied in an area where design and experimental research are in conflict. Designing the UX has gone a long way from commercial websites, where convenience and efficiency have almost never been taken into account for optimized interfaces designed to interact with users. Previously, the goal was to have as much content as possible on the interface, now the field of user experience has been extensively explored and optimized to offer the user the right content, functionality at the right time, and also takes into account the psychological and emotional needs of users. In this article, we will discuss which psychological concepts are fundamental to the design of UX, how cognitive load is formed, and how it affects user experience. Since cognitive load plays an important role in the development of UX models, it is important to understand and take into account the laws that form it. In order to design an effective interface, one must study the psychology of a user who uses psychological concepts and theories. An analysis of user interaction with technology is aimed at developing and testing theories that explain or predict human behavior. Based on the existing literature, we describe how the experience of the user is formed, as well as investigate the theory of levels of the system of emotions.


2020 ◽  
Vol 3 (1) ◽  
pp. 28-33
Author(s):  
Rai Mantili

The objectives of this study is to examine the partnership agreement model between SMEs and Large Enterprises in creating shared prosperity and to examine the principles’ application of the agreement in partnership that can provide protection for SMEs in Indonesia. The research method used in this study is analytical descriptive which aims to obtain a comprehensive picture of the partnership agreement in Indonesia. Data about the business partnership agreement and its implementation are then analyzed to answer the research problem. Based on analysis, the results of this study showed that 1) the partnership agreement model between SMEs and Large Enterprises in creating shared prosperity must begin with efforts to apply the principles of the agreement and business ethics in the partnership agreement. 2) the application of the principles of agreement in partnership in practice has not yet run optimally, there are still many partnership agreements that have been deviated from the contents of the agreement. In this case the role of government is needed to provide protection to the SME group and also the Large Business group to realize social responsibility for the progress of the UKM business group.  


2019 ◽  
pp. 74-86
Author(s):  
Yu. V. Kuznetsov ◽  
E. M. Anokhina ◽  
E. V. Melyakova

This study1 presents a methodology for assessing the strategic sustainability of enterprises in Russian regions at the micro level as a part of assessing the strategic sustainability of the complex of enterprises in a region. The authors suggest directions for fostering the economy of the depressed regions ofRussiaby improving the management of strategic sustainability of the complex of large, medium, and small enterprises in a region. The recommendations developed for federal and regional authorities on how to improve the management of the complex of enterprises in the regions are based on the hypothesis proved in the study about the dependence of economic development indicators of a region on the strategic sustainability of the complex of enterprises operating in its territory.Aim. The study aims to suggest directions for improving the management of the strategic sustainability of large, medium, and small enterprises in the depressed regions of Russia based on the formation of regional profit centers.Tasks. The authors identify the peculiarities in the development of large enterprises in the depressed regions of Russia by calculating an integrated index of economic and financial sustainability of enterprises; conduct a comparative analysis of the activities of large enterprises in depressed and developed regions to prove the hypothesis about the dependence of the economic and financial sustainability of large enterprises on the region’s level of socio-economic development; develop recommendations for federal and regional authorities on how to improve the management of the complex of large, medium, and small enterprises, including a proposal on the formation of regional profit centers.Methods. The theoretical and methodological basis of this study includes theories and concepts on the role of enterprises and entrepreneurship in the economic development of a region. The study uses general scientific methods: analysis and synthesis, comparative and statistical analysis, systematization, calculation of an integrated index, financial ratio analysis.Results. The economic and financial indicators of large businesses in depressed regions are comparable to those of large businesses in developed regions (including the development indicators of the largest enterprises included in the Expert 600 rating), with some indicators showing values that are even higher than in developed regions. This confirms the hypothesis that the level of socio-economic development of a region does not have a dominant effect on the sustainability of development of large enterprises. The level of development of regional economies depends on the regional business structure. The revealed patterns make it possible to propose directions for improving the management of strategic sustainability of enterprises in depressed regions to federal and regional authorities.Conclusions. The improvement of development management in depressed regions should be aimed at developing government support tools that facilitate the development of the complex of enterprises in the regions. It is necessary to integrate the sustainability management of the complex of enterprises in a region into the strategic management system at the federal and regional levels. Along with the implementation of national projects aimed at developing small businesses, increasing labor productivity, supporting innovation and development institutions, in depressed regions it is also necessary to implement projects aimed at developing large businesses and integrating them with medium and small enterprises based on cooperation roadmaps. A new approach to the development of depressed regions based on the formation of regional profit centers would facilitate the formation of the sustainability of the complex of enterprises in depressed regions, allowing rational use of national project funds. This study is a continuation of the article “Approaches to assessing the strategic sustainability of large, medium, and small businesses in the depressed regions of Russia” published in Ekonomika i upravlenie No. 10, 2019.


Author(s):  
Cristina Olaverri-Monreal ◽  
Ahmed Elsherbiny Hasan ◽  
Klaus Bengler

In User Centered Design (UCD) approaches within software development processes, understanding of users, tasks and environments identifying needs and establishing requirements for a positive user experience (UX) is essential to achieve a high usability. The quantitative measurement of UX relies on the fulfillment of psychological needs that can be addressed in storyboards in order to create a context for a certain experience with a particular application. To facilitate the process of capturing software products functionality, we present in this work a framework based on Intelligent Agent (IA) systems to semi-automatically generate user stories. A strong story line is guaranteed by a character-centric approach and additional supportive agents that are defined through characters' properties in form of needs, behaviors skills and goals. Moreover, we allow for the storage of the created characters into a database, so that they can be reused for further stories and we perform a usability evaluation on the user interface to ensure that it meets users' expectations. The system was classified as easy to use and suitable to perform the intended tasks and it also met users' expectation.


Author(s):  
William R. Upchurch ◽  
Susan M. Wildermuth

Gamification is the concept of infusing elements of gameplay (competition, incentives, story/narrative, collaboration, problem-solving, etc.) into non-game activities in order to make those activities more compelling. Recently, game designers have begun stressing the need for greater “maturity” in the field of gamification with greater focus on the importance of designing applications for optimal user experience. One hurdle to achieving maturity in the field is the fact that even gamification experts question “What exactly are the essential elements of gameplay that optimize user engagement and enjoyment?” Thus, the goal of the current chapter is to provide a comprehensive listing of the elements of gameplay that are essential to user engagement, and to provide examples of how each of those elements has been applied successfully in game design in the past. The chapter reviews 14 essential gameplay elements including: chance, control, creativity, completion, spectacle, status, strategy, unification, rules, narrative, recognition, collaboration, escapism, and enjoyment.


Author(s):  
Huatong Sun

This chapter articulates a practice-oriented critical vision of cultural differences to global design and explores how we should productively engage differences in global design practices. Cultural differences in this book refer to the differences that emerge from various categorical identifications such as ethnicity, race, age, class, religion, gender, sexuality, and ability and manifests as ways of life. A practice-oriented critical vision sees cultural differences as dynamic, relational, emergent, contingent, and liminal, in contrast to a simplistic interpretation of cultural differences presented by multiculturalism and other theories. This chapter first reviews why cultural differences matters and then organizes the discussion around four sets of questions: First, how does difference come into being? Second, what is the nature of difference ontologically? Third, how should we treat difference methodologically and practically? Fourth, as designers, how can we turn differences into design resources? And how should we design with, across, and for cultural differences? Based on the articulation of a practice-oriented critical vision of differences that turns communication deficits into design resources, the culturally localized user experience (CLUE) approach is thus developed into the approach of culturally localized user engagement and empowerment (CLUEE), simplified as the CLUE2 (CLUE-squared) approach. Examples of race construction and social media design cases are provided to enrich the discussion.


Sign in / Sign up

Export Citation Format

Share Document