Search Results Heading

MBRLSearchResults

mbrl.module.common.modules.added.book.to.shelf
Title added to your shelf!
View what I already have on My Shelf.
Oops! Something went wrong.
Oops! Something went wrong.
While trying to add the title to your shelf something went wrong :( Kindly try again later!
Are you sure you want to remove the book from the shelf?
Oops! Something went wrong.
Oops! Something went wrong.
While trying to remove the title from your shelf something went wrong :( Kindly try again later!
    Done
    Filters
    Reset
  • Discipline
      Discipline
      Clear All
      Discipline
  • Is Peer Reviewed
      Is Peer Reviewed
      Clear All
      Is Peer Reviewed
  • Series Title
      Series Title
      Clear All
      Series Title
  • Reading Level
      Reading Level
      Clear All
      Reading Level
  • Year
      Year
      Clear All
      From:
      -
      To:
  • More Filters
      More Filters
      Clear All
      More Filters
      Content Type
    • Item Type
    • Is Full-Text Available
    • Subject
    • Country Of Publication
    • Publisher
    • Source
    • Target Audience
    • Donor
    • Language
    • Place of Publication
    • Contributors
    • Location
50,312 result(s) for "user design"
Sort by:
101 UX Principles
Explore 101 ways to improve your UX designs. Will Grant continues the lineage of Jakob Nielsen and Don Norman to bring his own expertise to the field of user experience (UX). Will's insights will challenge your approach and develop your skills, offering a better and more consistent UX to your customers.
Mobile AR Interaction Design Patterns for Storytelling in Cultural Heritage: A Systematic Review
The recent advancements in mobile technologies have enabled the widespread adoption of augmented reality (AR) to enrich cultural heritage (CH) digital experiences. Mobile AR leverages visual recognition capabilities and sensor data to superimpose digital elements into the user’s view of their surroundings. The pervasive nature of AR serves several purposes in CH: visitor guidance, 3D reconstruction, educational experiences, and mobile location-based games. While most literature reviews on AR in CH focus on technological aspects such as tracking algorithms and software frameworks, there has been little exploration of the expressive affordances of AR for the delivery of meaningful interactions. This paper (based on the PRISMA guidelines) considers 64 selected publications, published from 2016 to 2023, that present mobile AR applications in CH, with the aim of identifying and analyzing the (mobile) AR (interaction) design patterns that have so far been discussed sporadically in the literature. We identify sixteen (16) main UX design patterns, as well as eight (8) patterns with a single occurrence in the paper corpus, that have been employed—sometimes in combination—to address recurring design problems or contexts, e.g., user navigation, representing the past, uncovering hidden elements, etc. We analyze each AR design pattern by providing a title, a working definition, principal use cases, and abstract illustrations that indicate the main concept and its workings (where applicable) and explanation with respect to examples from the paper corpus. We discuss the AR design patterns in terms of a few broader design and development concerns, including the AR recognition approach, content production and development requirements, and affordances for storytelling, as well as possible contexts and experiences, including indoor/outdoor settings, location-based experiences, mobile guides, and mobile games. We envisage that this work will thoroughly inform AR designers and developers abot the current state of the art and the possibilities and affordances of mobile AR design patterns with respect to particular CH contexts.
UX fundamentals for non-UX professionals : user experience principles for managers, writers, designers, and developers
\"Demystify UX and its rules, contradictions, and dilemmas. This book provides real-world examples of user experience concepts that empower teams to create compelling products and services, manage social media, interview UX candidates, and oversee product teams. From product decisions to performance reviews, your ability to participate in discussions about UX has become vital to your company's success as well as your own. However, UX concepts can seem complex. Many UX books are written by and for UX professionals. UX Fundamentals for Non-UX Professionals serves the needs of project managers, graphic designers, copyeditors, marketers, and others who wish to understand UX design and research. You will discover how UX has influenced history and continues to affect our daily lives. Entertaining real-world examples demonstrate what a massive, WWII-era tank teaches us about design, what a blue flower tells us about audiences, and what drunk marathoners show us about software. What You'll Learn Know the fundamentals of UX through real-world examples Acquire the skills to participate intelligently in discussions about UX design and research Understand how UX impacts business, including product, pricing, placement, and promotion as well as security, speed, and privacy Who This Book Is For Professionals who work alongside UX designers and researchers, including but not limited to: project managers, graphic designers, copyeditors, developers, and human resource professionals; and business, marketing, and computer science students seeking to understand how UX affects human cognition and memory, product pricing and promotion, and software security and privacy.\"--Publisher's description.
Sustainability at Home: The Development of an Efficient Framework for Home Energy-Saving Applications
Energy consumption is increasing due to the rise in the world population, industrialization, and urbanization, particularly in the residential sector, attributed to a lack of user-friendly tools. This study seeks to create a research framework and wireframe for home energy-saving applications. A systematic literature review (SLR) was conducted using the VOSviewer software version 1.6.18 tool to pinpoint the research problems. Three key research problems were identified: Inadequate information presentation for both experts and non-experts, insufficient consideration for middle-aged and elderly users, and difficulties in interpreting graphics or images on the application’s display screens. This qualitative research involved three rounds of co-creation activities with nine experts and nine non-experts to identify major problems and preliminary solutions. As a result, two key issues were addressed from the qualitative data: The problem of area calculation, resolved by simplifying data entry processes, and the issue of material selection within homes, improved by incorporating illustrative images with concise, easily understandable descriptions. The outcome of this research is a framework and wireframe that lays the groundwork for developing user-friendly applications that promote sustainable behaviors in residential energy usage. This research contributes valuable guidelines for developers and stakeholders to create more efficient and user-friendly applications, thus promoting environmental action and sustainable practices in residential settings.
Consumers' Preference for User-Designed Versus Designer-Designed Products
Anecdotal evidence and extant research show that consumers can prefer both user-designed and designer-designed products. However, the factors that moderate such preferences are not well understood. The authors posit power distance belief (PDB) as a moderator such that low-PDB consumers prefer user-designed to designer-designed products because they identify more with user-driven companies. In contrast, high-PDB consumers prefer designer-designed to user-designed products due to their stronger trust in designer-driven companies. Six studies examining power distance belief at both the country and individual levels provide convergent support for the proposed moderating effect of PDB and underlying mechanisms. Furthermore, the authors demonstrate that the interaction between design philosophy and PDB is more likely for low-complexity than high-complexity products.
Designing UX : prototyping
It's well known that identifying and fixing problems in design is easier and cheaper if it can be done earlier in the process of design and build. That's because as the fidelity of the project we're working on increases, the effort involved in making changes increases. With easy-to-follow, practical advice, this book will show you how to use a number of different prototyping techniques to improve UX.
User-Centered Design for Designing and Evaluating a Prototype of a Data Collection Tool to Submit Information About Incidents of Violence Against Sex Workers: Multiple Methods Approach
Sex workers face an epidemic of violence in the United States. However, violence against sex workers in the United States is underreported. Sex workers hesitate to report it to the police because they are frequently punished themselves; therefore, an alternative for reporting is needed. We aim to apply human-centered design methods to create and evaluate the usability of the prototype interface for ReportVASW (violence against sex worker, VASW) and identify opportunities for improvement. This study explores ways to improve the prototype of ReportVASW, with particular attention to ways to improve the data collection tool. Evaluation methods included cognitive walkthrough, system usability scale, and heuristic evaluation. End users were enthusiastic about the idea of a website to document violence against sex workers. ReportVASW scored 90 on the system usability scale. The tool scored neutral on consistency, and all other responses were positive toward the app, with most being strong. Many opportunities to improve the interface were identified. Multiple methods identified multiple issues to address. Most changes are not overly complex, and the majority were aesthetic or minor. Further development of the ReportVASW data collection tool is worth pursuing.