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Group work. In-Depth Activity
Efficiency: The level of efficiency can be improved by how quick users can accomplish their task once they become familiarized with the interface. It is very key to understand how the users want to work within the interface fora particular period of time. Forms are mostly a smart way to measure the efficiency of an interface as they help in achieving the user’s goals and convert.

Effectiveness: The completeness and accuracy of a user’s task or goals determines how effective a design interface is. The interface should be well communicated to the user by giving the user an accurate result despite how quickly it can complete a task. How the interface is presented should be in the user’s language and appropriate to task.
USER EXPERIENCE

Motivation: Arousing and sustaining users based on how the interface is designed helps achieves a desired goal. Motivating users can be in the form of rewards, promotions, satisfaction and many others.
Making it very simple to access the internet can also help motivate users.

Supporting: Besides making phone calls, the interface should be able to provide supportive onboarding process to motivate people to try their products. Some these supportive onboarding process include,
accessing the internet, having a quality camera, providing directions through GPS, play music, play games, keep track of appointments and calendar.

Enjoyable: Users get to enjoy the product by having a good, simple, accurate and quickinterface.
Providing other external features to the product (smartphone) makes users enjoy it more. If users can access multiple task and accomplish them effectively, they tend to enjoy the product hence your goals have been achieved.


SUMMARY
User Experience is concerned with experience that occurs when a user interacts with a product or service. Many researchers and practitioners agree that UX includes all aspects of users' interaction, but experience without product or service should be excluded. Using a literature survey and indirect observation,
which represent academia, industry, and end-user perspectives, respectively, this study developed three main elements of UX (i.e., usability, affect, and user value) and their subelements.
The literature survey played a key role in developing the elements, while the results of the i observation were used as supplementary tools to augment any new ideas to the initial concepts developed by the literature survey. Nevertheless, the in-depth interview has significantly contributed to confirm the elements of UX and to set bounds to UX. The indirect observation has played an important part to elicit subelements of user value.
The proposed hierarchical structure of UX is expected to contribute to the process of designing mobile phones and services. In addition, more effort could also be dedicated to developing measurement methods for each element and subelement of UX. Afterward, the measured structure might be tested by various techniques such as confirmatory factor analysis (CFA) in future studies.
Usability testing of mobile devices also presents some new challenges. Traditional, lab-based usability testing doesn’t adequately simulate the actual operational context of a mobile app. Collecting relevant data during a usability test session in which a participant is using a handheld device also requires some new approaches. Fortunately, tools exist to solve this data-capture challenge, and new tools are continually emerging as the smartphone market continues to grow.


References:

Beyond human-computer interaction 5 edition, chapter 1.

https://sagaratechnology.medium.com/the-importance-of-micro-interaction-to-improve-ui-and-ux- design-912ce919b6b5

https://smallbusiness.chron.com/benefits-smartphone-technology-57037.html

https://link.springer.com/chapter/10.1007/978-3-319-39510-4_35/figures/1

https://www.hindawi.com/journals/misy/si/763412/

https://www.butler.org/blog/phone-affecting-your-mental-health

https://core.ac.uk/download/pdf/148358314.pdf

https://www.screen2bsafe.com/latest-news/20-amazing-mobile-phone-facts-2018/

https://www.frontiersin.org/articles/10.3389/feduc.2020.00016/full#:
:text=Mobile%20phones%20have
%20several%20applications,problem%2Dsolving%20software%2C%20etc.

https://www.verizon.com/articles/smartphones-in-the-classroom/

https://news.samsung.com/global/interview-how-designers-have-made-one-uis-usability-even-better-for- galaxy-users

Document Outline

  • Motivation: Smartphones motivates many individuals
  • Supporting: Besides making phone calls, nearly all
  • Beyond human-computer interaction 5 edition, chap

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