The document presents a proposed research framework investigating the relationship between website flexibility, sociability, perceived ease of use, satisfaction, and behavioral intentions. It begins with an outline of the research context and objectives, followed by a literature review on related topics such as website quality, feature fatigue, paradox of choice, and sociability. A conceptual model is then proposed with hypotheses about how flexibility and sociability may interact to impact perceived ease of use and subsequent outcomes. The document concludes with a discussion of the study's potential contributions, plans for future empirical testing, and references.
This document is a case study summarizing a usability test conducted on the social media website InnoVenture.com. The study aimed to identify usability issues and educate the CEO, John Warner, on user experience design principles. The researcher conducted a literature review defining key usability concepts like learnability, efficiency and satisfaction. Testing uncovered differences in the conceptual models of the researcher and client around what constitutes usability. This led to tensions in their communication and eventual dissolution of their relationship. The study highlights the importance of establishing a shared understanding of usability when conducting client work.
User eXperience (UX) is defined as involving a person's behaviors, attitudes, and emotions about using a particular product, system or service. A company‘s UX strategy can include many activities, such as design thinking, early user experience methods, content strategy, certain types of user and market research, quantitative assessments, process innovation, design patterns, UX organizational structure, and career development. To large technology corporations and companies UX provides an important part of their business, and has a major impact on strategy and decision making. However, the way UX is managed an implemented can vary greatly from company to company.This paper provides an overview of the UX processes used by some of the world‘s leading technology companies and discusses which aspects of those strategies these companies choose to disclose and share in the public sphere
UX/UI design methodology using modeling artifacts of UseCase Diagrams for raw business logic transcription, UI Hierarchy Modules & Wireframes for UI navigation design, UI Visual Flats for site persona & online branding design. 2 sample projects included showcasing use of modeling methodology.
This document discusses user experience (UX) innovation and design. It addresses several key points:
1. The product experience encompasses duration, intensity, breadth of interaction, triggers, and significance rather than just features.
2. Experiences are open, subjective, and human-centered.
3. Experiences should be designed to be meaningful by focusing on preferable outcomes and values.
4. Design requires exposure, conflict, and connecting different things to drive innovation. Missions should come before visions.
Building Customer Relationships and Fostering Loyalty via Online Solutions an...Francine Allaire
Practical and actionable steps for using online solutions since, by now, you know that social media /interactive mediums are here to stay and are likely to play an increasingly important role in your business – of both sides of the aisles - buyers and sellers (and some stats on marketing to women - a market too big to ignore).
The document discusses key concepts related to customer satisfaction and service. It defines customers as those who use, purchase, or influence a product or service. There are internal and external customers. Customer satisfaction is achieved when a company's offer matches customer needs. Key drivers of customer satisfaction are performance, features, service, warranty, price, and reputation. Poor service is the primary reason customers leave, followed by better prices and product dissatisfaction.
ReadySetPresent (Customer Service PowerPoint Presentation Content): 100+ PowerPoint presentation content slides. Knowing what your customer wants and needs is the number one factor to excellent customer service. Only by improving one’s customer service can your business develop. Customer Service PowerPoint Presentation Content slides include topics such as: understanding the basics of effective customer service, knowing customer wants and expectations, the 4 steps to super service, 10+ slides on what to say and addressing excuses, 10+ slides on implementing a program and examining behaviors, 7 practical steps to customer service, 30 slides on performance standards and quality, looking to the future, Q& A’s, 5 slides on increasing customer satisfaction, the top ten customer complaints, the five most common customer requests, 4 steps to super service, how to's and more!
This document provides an overview of a course on usability and interaction design. The course investigates how to design software that meets users' needs and goals by including usability throughout the development process. It covers principles of usability like learnability and efficiency. Students will learn how to design and conduct usability tests of a product to identify potential usability issues.
This document is a case study summarizing a usability test conducted on the social media website InnoVenture.com. The study aimed to identify usability issues and educate the CEO, John Warner, on user experience design principles. The researcher conducted a literature review defining key usability concepts like learnability, efficiency and satisfaction. Testing uncovered differences in the conceptual models of the researcher and client around what constitutes usability. This led to tensions in their communication and eventual dissolution of their relationship. The study highlights the importance of establishing a shared understanding of usability when conducting client work.
User eXperience (UX) is defined as involving a person's behaviors, attitudes, and emotions about using a particular product, system or service. A company‘s UX strategy can include many activities, such as design thinking, early user experience methods, content strategy, certain types of user and market research, quantitative assessments, process innovation, design patterns, UX organizational structure, and career development. To large technology corporations and companies UX provides an important part of their business, and has a major impact on strategy and decision making. However, the way UX is managed an implemented can vary greatly from company to company.This paper provides an overview of the UX processes used by some of the world‘s leading technology companies and discusses which aspects of those strategies these companies choose to disclose and share in the public sphere
UX/UI design methodology using modeling artifacts of UseCase Diagrams for raw business logic transcription, UI Hierarchy Modules & Wireframes for UI navigation design, UI Visual Flats for site persona & online branding design. 2 sample projects included showcasing use of modeling methodology.
This document discusses user experience (UX) innovation and design. It addresses several key points:
1. The product experience encompasses duration, intensity, breadth of interaction, triggers, and significance rather than just features.
2. Experiences are open, subjective, and human-centered.
3. Experiences should be designed to be meaningful by focusing on preferable outcomes and values.
4. Design requires exposure, conflict, and connecting different things to drive innovation. Missions should come before visions.
Building Customer Relationships and Fostering Loyalty via Online Solutions an...Francine Allaire
Practical and actionable steps for using online solutions since, by now, you know that social media /interactive mediums are here to stay and are likely to play an increasingly important role in your business – of both sides of the aisles - buyers and sellers (and some stats on marketing to women - a market too big to ignore).
The document discusses key concepts related to customer satisfaction and service. It defines customers as those who use, purchase, or influence a product or service. There are internal and external customers. Customer satisfaction is achieved when a company's offer matches customer needs. Key drivers of customer satisfaction are performance, features, service, warranty, price, and reputation. Poor service is the primary reason customers leave, followed by better prices and product dissatisfaction.
ReadySetPresent (Customer Service PowerPoint Presentation Content): 100+ PowerPoint presentation content slides. Knowing what your customer wants and needs is the number one factor to excellent customer service. Only by improving one’s customer service can your business develop. Customer Service PowerPoint Presentation Content slides include topics such as: understanding the basics of effective customer service, knowing customer wants and expectations, the 4 steps to super service, 10+ slides on what to say and addressing excuses, 10+ slides on implementing a program and examining behaviors, 7 practical steps to customer service, 30 slides on performance standards and quality, looking to the future, Q& A’s, 5 slides on increasing customer satisfaction, the top ten customer complaints, the five most common customer requests, 4 steps to super service, how to's and more!
This document provides an overview of a course on usability and interaction design. The course investigates how to design software that meets users' needs and goals by including usability throughout the development process. It covers principles of usability like learnability and efficiency. Students will learn how to design and conduct usability tests of a product to identify potential usability issues.
This document discusses how different presentation modes (paragraph vs schematic) and information layouts (list vs grid) on websites can impact users' perceptions of information quality and usability. It proposes that these relationships are moderated by individual characteristics like product involvement and website familiarity. An experiment was conducted to test the effects. The document provides background on website interface elements, reviews relevant literature, outlines hypotheses and proposes a model to test, describes the experiment's methodology, and previews results and implications. It aims to understand how to best display information for different types of users.
UX & UI Design: Differentiate through designMoodLabs
The document discusses user experience (UX) design principles for building products. It emphasizes designing based on the user's needs within constraints, rather than just a list of separate features. UX should be considered from the beginning of a project to ensure usability and usefulness. Both UX and UI are important - UX focuses on the user experience while UI deals with visual design, interactions and aesthetics. Usability testing and involving users in the design process are also emphasized. A number of UX design activities and deliverables are described such as stakeholder interviews, user stories, wireframes and information architecture diagrams.
UX design is not a step in the process, it's in everything we do. More than anything it is a project philosophy, not just a set of tools, methods and deliverables.
In this presentation we explain how you can differentiate through design, why user experience design matters as well as share our knowledge around all the activities that helps ensure a great UX/UI design.
This document discusses user-centered design and the roles of web designers. It explains that web designers encompass skills in graphic, UI, and UX design. The standard web development process involves planning, design, production, and launch. Planning includes defining user needs through research and analysis. Design involves wireframes, prototypes, and visual design. UX design focuses on ensuring a positive user experience through attributes like usability, ease of use, and minimizing errors. The goal of user-centered design is to optimize products around how users want to use them rather than forcing users to change behavior.
This presentation discusses the importance of user experience (UX) design for higher education institutions facing digital disruption. It begins by providing examples of companies like Kodak that failed to adapt to technological changes. Then it argues that UX matters because it allows institutions to better understand student needs and problems in a digital environment. The presentation provides examples of UX improvements at various levels from small design changes to large process overhauls. Finally, it outlines considerations for building an enterprise UX function with roles like research, design, and analytics to ensure a centralized user-centered approach. The overall message is that focusing on the student experience through UX can help higher education adapt to disruption.
Toward a More Robust Usability concept with Perceived Enjoyment in the contex...Waqas Tariq
Mobile multimedia service is relatively new but has quickly dominated people¡¯s lives, especially among young people. To explain this popularity, this study applies and modifies the Technology Acceptance Model (TAM) to propose a research model and conduct an empirical study. The goal of study is to examine the role of Perceived Enjoyment (PE) and what determinants can contribute to PE in the context of using mobile multimedia service. The result indicates that PE is influencing on Perceived Usefulness (PU) and Perceived Ease of Use (PEOU) and directly Behavior Intention (BI). Aesthetics and flow are key determinants to explain Perceived Enjoyment (PE) in mobile multimedia usage.
The document discusses key aspects of usability as it relates to user experience (UX). It defines usability as a measure of how effectively, efficiently, and satisfactorily users can use a product to achieve goals. The document outlines several ways to design for optimal usability, including understanding user goals, mimicking the real world, limiting options, and thorough testing. It also describes the three main outcomes of a usable interface as easy first contact, ability to achieve objectives, and easy recall on subsequent visits.
Evaluation of Web Applications based on UX ParametersIJECEIAES
The objective of evaluating User Experience (UX) in this era of technology is to enhance the user satisfaction. Earlier applications were built with the aim of reducing the work of users. But with the evolution of the technology, the emergence of new gadgets and new trends in the information technology, the applications had to be more user-centric. The primary objective of this research is to evaluate the user experience of web applications based on different UX parameters using different techniques and given a rating. Each of these ratings are combined to determine the overall rating of UX for the web application. Also, the secondary objective of this research is to provide suggestions or recommendations based on the ratings to improve the UX of the web applications. An experimental study was conducted and the results show a significant improvement. Areas of further enhancements have also been identified and presented.
1) Rich Internet Applications (RIAs) provide a rich user experience through client-side data/computation and bidirectional communication. There are many platforms for developing RIAs like Flex, Silverlight, and Java.
2) Social influence from coworkers significantly impacts technology adoption. This research examines social media discussion to understand perceptions of the best RIA development platform.
3) The research found the most discussion around Adobe Flex, likely due to its high penetration rate. Flex was generally discussed for design while Silverlight and JavaFX were discussed more for programming.
This document summarizes a presentation about Web 2.0 and what it means for business. It discusses key concepts of Web 2.0 like user participation, collective intelligence, and lightweight software. Examples are given of how these concepts are implemented on sites like Wikipedia, Flickr, and Google. The presentation also covers implications for business, including embracing a Web 2.0 mentality, using analytics, and designing applications that leverage networked resources and user contributions.
Running Head DESIGN IMPLEMENTATION PROPOSAL 1DESIGN IMPLEMEN.docxtodd271
Running Head: DESIGN IMPLEMENTATION PROPOSAL 1
DESIGN IMPLEMENTATION PROPOSAL 5
DESIGN IMPLEMENTATION PROPOSAL
Charles Williams
CS457 Unit 1 IP
Juan Echeverria
5/21/2019
Sales user interface design project
Introduction
The user interface is a very important aspect of any software. The user needs an interface that he/she can interact with much ease. As a result of this, the designer's major role should be the creation of a most pleasurable user interface that will allow the user to interact with the software without realizing the complications therein in the invoice. This proposal details the outline of the design implementation in relation to user interface designing.
Purpose of the system
The major purpose of designing user interface is to allow easy access, understanding and use of the major purpose of creating user interface are to create elements which anticipate what the user needs and allow the user to gain access, understanding, and application of the elements within the software. The elements within the interface allow interaction both visual and audio between the user and the system software (Chikurtev, Yovchev & Chikurtev, 2016). This software design is aimed to work with the sales software. A sales system allows the interaction of the customer with the system. Through the interface, the user can analyze sales, sales trends and other functions of the system with use as the interface is designed with elements and keys which allow zooming, inversion, and transformation of the images on the system using the user interface.
History of system development
The user interface came into the picture in the year 1981. It was discovered that graphics on the digital user’s interface in conjunction with the pointing device would allow great use of the system. This led to the creation of Xerox Star an integration of desktop computer in the year 1973 (Laaksoet al. 2016). 1.0 Macintosh operating system was the second to be designed with a complete graphical user's interface. The system had only a few of the current operating system which was window-based icons. The window allowed movement through the use of the mouse (Pathak, et al. 2018). In early 2000, there was more advancement with Apple creating Optical devices which developed to magic mouse allowing the user to have more interaction using different fingers (Jones, Clothier, & Jiang, 2018).
System operation
The creation of user interfaces since their creation had not been applied until early 2000. Apple picked up the pace through the creation of an optical mouse. The development and advancement of the mouse led to application and wide application of user interfaces. In the year 2001, UI was introduced with the touch-based user interface. Later, the mouse was designed to become extra-sensitive allowing the designers to scrub buttons from the computer. The use of user interfaces evolved leading to the creation of smartphones in addition to tablets (OGGIONNI, 2018). The UI .
Interaction design involves designing interactive products and digital interfaces to support people's activities and needs. The goals of interaction design are to create usable, effective and enjoyable experiences for users by involving them in the design process. Key aspects of interaction design include understanding users, prototyping designs, evaluating usability throughout the process, and applying design principles such as visibility, feedback, consistency and mapping to create intuitive interfaces.
The document discusses gender considerations in human-computer interaction (HCI) and user-centered design (UCD). It provides an overview of gender HCI as a subfield focusing on designing interactive systems that account for gender differences. Examples are given of applications that could be adapted to support gender differences, such as intelligent and adaptive interfaces, natural interfaces using augmented reality, and examining emotional/social factors in online games/courses.
Lesson on User Experience & User Interface Design.
Information Architecture, Lean UX cycle, NPS, Google Heart, SUPR-Q, Cards, Customer (emotional) journey and other frameworks to evaluate user experiences in websites, mobile websites and applications.
The document discusses challenges with user-centered design (UCD) for large, collaborative infrastructure projects like SPICE. It summarizes the SPICE project goals of creating an extendable architecture to support new service creation across networks. Focus groups provided feedback on initial SPICE scenarios, identifying benefits but also privacy, profiling and organizational concerns. Recommendations focused on addressing these issues in revised scenarios and requirements. The document concludes by noting UCD for infrastructures requires an iterative, collaborative approach where methodology is a flexible conversation.
The document discusses how the field of technical communication is shifting from a focus solely on document design and usability to also include designing user experiences and engagement. Experience design aims to create feelings of community and sustained interaction beyond just task completion. Recent research highlighted in the document examines how cultural factors and adding social elements to interfaces can increase engagement and trust. The role of technical communicators may expand to include experience design, which considers holistic experiences rather than just interface details to promote emotional appeal and user engagement.
1. The document discusses multi-fidelity prototyping of user interfaces, which allows designers to create low, medium, and high fidelity prototypes at different stages of the design process.
2. A survey was conducted with 12 participants to evaluate the usability of sketching user interfaces at different fidelity levels. The results showed that fidelity had no influence on sketching time and users were faster than designers.
3. Overall, participants rated the sketching tool positively and preferred medium and high fidelity levels for sketching interfaces. The study provides insights into multi-fidelity prototyping to support the user interface design process.
9B_1_Trust in web gis a preliminary investigation of the environment agencys ...GISRUK conference
This study examined trust perceptions of non-expert users interacting with the Environment Agency's "What's In Your Back Yard" (WIYBY) web GIS application. 10 participants completed tasks and questionnaires about the site. Most tasks failed and users found the site difficult to use, but they still trusted the information despite perceiving a lack of transparency. The results suggest functional attributes like maps may be less important than perceptual attributes in influencing trust of web GIS systems. Future work will test redesigned interfaces to understand how to build trust through design.
Assessing The Usability Of University Websites An Empirical Study On Namik K...Brandi Gonzales
This document summarizes a research study that assessed the usability of the website of Namık Kemal University in Turkey. The study used a survey based on the Website Analysis and Measurement Inventory (WAMMI) tool to evaluate the usability of the university website. WAMMI assesses usability based on five factors: attractiveness, controllability, helpfulness, efficiency and learnability. The study found that five of the six hypothesized factors positively influenced perceptions of usability. It also found some demographic factors like gender and web experience impacted usability perceptions. The study concludes with recommendations to improve university website usability.
This document discusses how different presentation modes (paragraph vs schematic) and information layouts (list vs grid) on websites can impact users' perceptions of information quality and usability. It proposes that these relationships are moderated by individual characteristics like product involvement and website familiarity. An experiment was conducted to test the effects. The document provides background on website interface elements, reviews relevant literature, outlines hypotheses and proposes a model to test, describes the experiment's methodology, and previews results and implications. It aims to understand how to best display information for different types of users.
UX & UI Design: Differentiate through designMoodLabs
The document discusses user experience (UX) design principles for building products. It emphasizes designing based on the user's needs within constraints, rather than just a list of separate features. UX should be considered from the beginning of a project to ensure usability and usefulness. Both UX and UI are important - UX focuses on the user experience while UI deals with visual design, interactions and aesthetics. Usability testing and involving users in the design process are also emphasized. A number of UX design activities and deliverables are described such as stakeholder interviews, user stories, wireframes and information architecture diagrams.
UX design is not a step in the process, it's in everything we do. More than anything it is a project philosophy, not just a set of tools, methods and deliverables.
In this presentation we explain how you can differentiate through design, why user experience design matters as well as share our knowledge around all the activities that helps ensure a great UX/UI design.
This document discusses user-centered design and the roles of web designers. It explains that web designers encompass skills in graphic, UI, and UX design. The standard web development process involves planning, design, production, and launch. Planning includes defining user needs through research and analysis. Design involves wireframes, prototypes, and visual design. UX design focuses on ensuring a positive user experience through attributes like usability, ease of use, and minimizing errors. The goal of user-centered design is to optimize products around how users want to use them rather than forcing users to change behavior.
This presentation discusses the importance of user experience (UX) design for higher education institutions facing digital disruption. It begins by providing examples of companies like Kodak that failed to adapt to technological changes. Then it argues that UX matters because it allows institutions to better understand student needs and problems in a digital environment. The presentation provides examples of UX improvements at various levels from small design changes to large process overhauls. Finally, it outlines considerations for building an enterprise UX function with roles like research, design, and analytics to ensure a centralized user-centered approach. The overall message is that focusing on the student experience through UX can help higher education adapt to disruption.
Toward a More Robust Usability concept with Perceived Enjoyment in the contex...Waqas Tariq
Mobile multimedia service is relatively new but has quickly dominated people¡¯s lives, especially among young people. To explain this popularity, this study applies and modifies the Technology Acceptance Model (TAM) to propose a research model and conduct an empirical study. The goal of study is to examine the role of Perceived Enjoyment (PE) and what determinants can contribute to PE in the context of using mobile multimedia service. The result indicates that PE is influencing on Perceived Usefulness (PU) and Perceived Ease of Use (PEOU) and directly Behavior Intention (BI). Aesthetics and flow are key determinants to explain Perceived Enjoyment (PE) in mobile multimedia usage.
The document discusses key aspects of usability as it relates to user experience (UX). It defines usability as a measure of how effectively, efficiently, and satisfactorily users can use a product to achieve goals. The document outlines several ways to design for optimal usability, including understanding user goals, mimicking the real world, limiting options, and thorough testing. It also describes the three main outcomes of a usable interface as easy first contact, ability to achieve objectives, and easy recall on subsequent visits.
Evaluation of Web Applications based on UX ParametersIJECEIAES
The objective of evaluating User Experience (UX) in this era of technology is to enhance the user satisfaction. Earlier applications were built with the aim of reducing the work of users. But with the evolution of the technology, the emergence of new gadgets and new trends in the information technology, the applications had to be more user-centric. The primary objective of this research is to evaluate the user experience of web applications based on different UX parameters using different techniques and given a rating. Each of these ratings are combined to determine the overall rating of UX for the web application. Also, the secondary objective of this research is to provide suggestions or recommendations based on the ratings to improve the UX of the web applications. An experimental study was conducted and the results show a significant improvement. Areas of further enhancements have also been identified and presented.
1) Rich Internet Applications (RIAs) provide a rich user experience through client-side data/computation and bidirectional communication. There are many platforms for developing RIAs like Flex, Silverlight, and Java.
2) Social influence from coworkers significantly impacts technology adoption. This research examines social media discussion to understand perceptions of the best RIA development platform.
3) The research found the most discussion around Adobe Flex, likely due to its high penetration rate. Flex was generally discussed for design while Silverlight and JavaFX were discussed more for programming.
This document summarizes a presentation about Web 2.0 and what it means for business. It discusses key concepts of Web 2.0 like user participation, collective intelligence, and lightweight software. Examples are given of how these concepts are implemented on sites like Wikipedia, Flickr, and Google. The presentation also covers implications for business, including embracing a Web 2.0 mentality, using analytics, and designing applications that leverage networked resources and user contributions.
Running Head DESIGN IMPLEMENTATION PROPOSAL 1DESIGN IMPLEMEN.docxtodd271
Running Head: DESIGN IMPLEMENTATION PROPOSAL 1
DESIGN IMPLEMENTATION PROPOSAL 5
DESIGN IMPLEMENTATION PROPOSAL
Charles Williams
CS457 Unit 1 IP
Juan Echeverria
5/21/2019
Sales user interface design project
Introduction
The user interface is a very important aspect of any software. The user needs an interface that he/she can interact with much ease. As a result of this, the designer's major role should be the creation of a most pleasurable user interface that will allow the user to interact with the software without realizing the complications therein in the invoice. This proposal details the outline of the design implementation in relation to user interface designing.
Purpose of the system
The major purpose of designing user interface is to allow easy access, understanding and use of the major purpose of creating user interface are to create elements which anticipate what the user needs and allow the user to gain access, understanding, and application of the elements within the software. The elements within the interface allow interaction both visual and audio between the user and the system software (Chikurtev, Yovchev & Chikurtev, 2016). This software design is aimed to work with the sales software. A sales system allows the interaction of the customer with the system. Through the interface, the user can analyze sales, sales trends and other functions of the system with use as the interface is designed with elements and keys which allow zooming, inversion, and transformation of the images on the system using the user interface.
History of system development
The user interface came into the picture in the year 1981. It was discovered that graphics on the digital user’s interface in conjunction with the pointing device would allow great use of the system. This led to the creation of Xerox Star an integration of desktop computer in the year 1973 (Laaksoet al. 2016). 1.0 Macintosh operating system was the second to be designed with a complete graphical user's interface. The system had only a few of the current operating system which was window-based icons. The window allowed movement through the use of the mouse (Pathak, et al. 2018). In early 2000, there was more advancement with Apple creating Optical devices which developed to magic mouse allowing the user to have more interaction using different fingers (Jones, Clothier, & Jiang, 2018).
System operation
The creation of user interfaces since their creation had not been applied until early 2000. Apple picked up the pace through the creation of an optical mouse. The development and advancement of the mouse led to application and wide application of user interfaces. In the year 2001, UI was introduced with the touch-based user interface. Later, the mouse was designed to become extra-sensitive allowing the designers to scrub buttons from the computer. The use of user interfaces evolved leading to the creation of smartphones in addition to tablets (OGGIONNI, 2018). The UI .
Interaction design involves designing interactive products and digital interfaces to support people's activities and needs. The goals of interaction design are to create usable, effective and enjoyable experiences for users by involving them in the design process. Key aspects of interaction design include understanding users, prototyping designs, evaluating usability throughout the process, and applying design principles such as visibility, feedback, consistency and mapping to create intuitive interfaces.
The document discusses gender considerations in human-computer interaction (HCI) and user-centered design (UCD). It provides an overview of gender HCI as a subfield focusing on designing interactive systems that account for gender differences. Examples are given of applications that could be adapted to support gender differences, such as intelligent and adaptive interfaces, natural interfaces using augmented reality, and examining emotional/social factors in online games/courses.
Lesson on User Experience & User Interface Design.
Information Architecture, Lean UX cycle, NPS, Google Heart, SUPR-Q, Cards, Customer (emotional) journey and other frameworks to evaluate user experiences in websites, mobile websites and applications.
The document discusses challenges with user-centered design (UCD) for large, collaborative infrastructure projects like SPICE. It summarizes the SPICE project goals of creating an extendable architecture to support new service creation across networks. Focus groups provided feedback on initial SPICE scenarios, identifying benefits but also privacy, profiling and organizational concerns. Recommendations focused on addressing these issues in revised scenarios and requirements. The document concludes by noting UCD for infrastructures requires an iterative, collaborative approach where methodology is a flexible conversation.
The document discusses how the field of technical communication is shifting from a focus solely on document design and usability to also include designing user experiences and engagement. Experience design aims to create feelings of community and sustained interaction beyond just task completion. Recent research highlighted in the document examines how cultural factors and adding social elements to interfaces can increase engagement and trust. The role of technical communicators may expand to include experience design, which considers holistic experiences rather than just interface details to promote emotional appeal and user engagement.
1. The document discusses multi-fidelity prototyping of user interfaces, which allows designers to create low, medium, and high fidelity prototypes at different stages of the design process.
2. A survey was conducted with 12 participants to evaluate the usability of sketching user interfaces at different fidelity levels. The results showed that fidelity had no influence on sketching time and users were faster than designers.
3. Overall, participants rated the sketching tool positively and preferred medium and high fidelity levels for sketching interfaces. The study provides insights into multi-fidelity prototyping to support the user interface design process.
9B_1_Trust in web gis a preliminary investigation of the environment agencys ...GISRUK conference
This study examined trust perceptions of non-expert users interacting with the Environment Agency's "What's In Your Back Yard" (WIYBY) web GIS application. 10 participants completed tasks and questionnaires about the site. Most tasks failed and users found the site difficult to use, but they still trusted the information despite perceiving a lack of transparency. The results suggest functional attributes like maps may be less important than perceptual attributes in influencing trust of web GIS systems. Future work will test redesigned interfaces to understand how to build trust through design.
Assessing The Usability Of University Websites An Empirical Study On Namik K...Brandi Gonzales
This document summarizes a research study that assessed the usability of the website of Namık Kemal University in Turkey. The study used a survey based on the Website Analysis and Measurement Inventory (WAMMI) tool to evaluate the usability of the university website. WAMMI assesses usability based on five factors: attractiveness, controllability, helpfulness, efficiency and learnability. The study found that five of the six hypothesized factors positively influenced perceptions of usability. It also found some demographic factors like gender and web experience impacted usability perceptions. The study concludes with recommendations to improve university website usability.
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Présentée dans le cadre du congrès de l'ACFAS 2010 à l'Université de Montréal, cette communication présente le fruit d’une approche réflexive appliquée à une pratique professionnelle d’ergonome des interfaces qui conduit des tests d’utilisabilité dans le cadre d’investigations servant la recherche commerciale. En effet, dans le cadre d’un parcours doctoral, au-delà des courants dominants classiques et cognitifs, des approches plus interprétatives de la recherche sur le comportement du consommateur sont envisagées. Une tentative de re-conceptualisation du test d’utilisabilité est proposée en vue d’incorporer des éléments de nature plus interprétative dans l’analyse de l’interaction du consommateur avec un système d’information. Une approche fondée à la fois sur les dimensions sensorielles autant que cognitives, devrait favoriser une compréhension accrue de ce qu’il est maintenant commun d’appeler « l’expérience usager ».
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Trusted Execution Environment for Decentralized Process Mining
Website sociability and flexibility in relation to customer online satisfaction
1. WEBSITE SOCIABILITY AND FLEXIBILITY IN
RELATION TO CUSTOMER ONLINE
SATISFACTION:
A RESEARCH FRAMEWORK
Sandrine Prom Tep, Ph.D. candidate HEC Montreal
sandrine.prom-tep@hec.ca
Manon Arcand, Marketing Professor, ESG-UQAM
arcand.manon@uqam.ca
Oct.1st, 2011 – Boston, MA.
2. PRESENTATION OUTLINE
Research context and objectives
Literature review
Website quality and performance
Web site flexibility and Feature fatigue
Paradoxes of choice and technology
Sociability and the social Web
Proposed conceptual model and hypotheses
Contributions
Future work as conclusive remarks
References
3. RESEARCH CONTEXT AND OBJECTIVES
This study stands at the intersection of online consumer
behavior in marketing and human-computer interaction (HCI)
Electronic tools are more and more omnipresent and loaded with
features (i.e. iPhone)
The Web is now a market-driven space with a strong social dimension,
even more so in the mobile context (Bernoff & Li 2008; Kaplan & Haenlein 2010)
Ex. Ticket Master Facebook App
Research Objectives
Extend the Thompson, Hamilton & Rust (2005) paper on « Feature
fatigue: When Product Capabilities Become Too much of a Good
Thing » to online services
Introduce the moderating role of sociability between Web site
flexibility and PEOU and its indirect impact on satisfaction
4. LITERATURE REVIEW: WEB SITE QUALITY AND
PERFORMANCE
A large body of research in last years focused on what
make a Web site more effective
Online service quality
Visual design, quality/quantity of
information, personalization, interactivity, security/privacy (Yoo &
Donthu, 2001; Barnes & Vidgen, 2003; Wolfinbarger & Gilly, 2003; Bressolles 2006)
E-satisfaction as a key measure of performance (Szymanski &
Hise2000; Hsu 2006; Evanschitzky et al. 2004)
Technology Acceptance Model
The central role of usability/ease of use : positive influence on
attitude, satisfaction, intentions (Davis 1989; Aljukhadar & Sénécal 2009; Bressolles, Durieu &
Giraud 2007)
5. LITERATURE REVIEW: WEB SITE FLEXIBILITY AND
FEATURE FATIGUE
Flexibility in the online context
All the alternatives offered by a Web site to serve one single
purpose / to complete a single task (Bastien & Scapin, 1993; Hearst et al.
2002)
e.g.; CNet.com (expert and consumer reviews, product description, pictures and
video, price comparison, etc.)
Important criteria for Web site ergonomics (Bastien & Scapin, 1993;
Shneiderman, 1998)
Flexibility brings Feature fatigue
Too many features make the product overwhelming and difficult to use
(less usability), resulting in “feature fatigue” and less satisfaction in
usage & refuting the saying “the more the better”
eTailers seducing consumers…
Consumers tend to choose products loaded with a large
number of features, attracted by their capability (Thompson,
Hamilton & Rust, 2005)
= Increasing Web site‟s flexibility and augmenting
site complexity
In the long term, marketers should seek to develop
products with an “optimized level” of flexibility to
maximize satisfaction and repurchase
6. LITERATURE REVIEW: PARADOXES OF TECHNOLOGY
AND CHOICE
Feature fatigue is an illustration of the Paradox of
technology
Polar opposite conditions can simultaneously exist in the same
thing: competence/incompetence, freedom/enslavement (Mick &
Fournier, 1998)
Related to feature fatigue (or “too much of a good thing
effect”) is the “Paradox of Choice”
CB literature: Where choosing from among a large number of
alternatives have negative effects (regret, decreased product
and life satisfaction, lower self-control) (Murray & Haübl 2008; Schwartz
2005)
Web site flexibility brings choice complexity
Mass-customization Web sites giving consumers too many
interactive features for customizing products lead to low
behavioral intentions (Lee et al. 2011)
7. LITERATURE REVIEW: SOCIABILITY AND THE
SOCIAL WEB
The social Web and the contribution revolution (Cook 2008)
UGC features, eWOM, social shopping and peer
recommendations (Senecal & Nantel 2004; Cova, Kozinets & Shankar, 2007;
Hennig-Thurau et al. 2004; Lin 2008)
Moderating role of sociability
While usability focuses on HCI, sociability encompasses anything
supporting social interaction in an online environment (human-
human interaction) (Preece, 2000; Preece & Schneiderman 2010)
While flexibility affects usability negatively, sociability can compensate
as it is addressing the need for social interaction through social
presence and social validation
“Social cues induce perception of Web site socialness leading to increased pleasure
and arousal, both of which positively influence flow, hedonic and utilitarian value and
patronage intentions” (Wang et al. 2007)
“A combination of system characteristics (e.g. information and system quality) and
social factors (e.g. trust and social usefulness) contribute to virtual community‟s
success” (Lin 2008)
The influence of sociability is established in driving attitude toward the company
and service quality perceptions in online product communities (Nambisan & Watt
2011)
8. CONCEPTUAL MODEL: OUR PROPOSITION
Website P1(-) Perceived P3a(+)
flexibility Ease of use Satisfaction
(PEOU)
P2 P3b(+)
P4?
BI
Sociability
(yes/no)
P1: Website flexibility impacts negatively PEOU
P2: Sociability interacts with flexibility to impact PEOU such as:
P2a/P2b: social functionality presence (absence) weakens (does not
weaken) significantly the negative impact of Website flexibility on PEOU
P3a: PEOU impacts positively on satisfaction
P3b: PEOU impacts positively on BI
P4: Sociability impacts positively PEOU?? (Few literature found yet for theoretical
support, but we could suspect an informative social influence at work)
9. CONTRIBUTIONS
Theoretical level
Proposition of a research framework which
Highlights the interplay between flexibility and sociability attributes on
Website consumers‟ evaluations
Integrates the cognitive and social dimensions of Web sites into one
single model
Sets the table for empirical testing
Managerial level
Help managers carefully plan the introduction of additional Web
site features (functionalities), to balance flexibility and
sociability for more perceived usability and satisfaction
Being aware that « Too many features can encourage initial purchase
but damage satisfaction and reduce repurchase probability » if not
properly balanced to address the functional and social needs of the
online consumers
10. FUTURE WORK FOR CONCLUSIVE REMARKS
We plan to test this conceptual model empirically with
2 types of online social context
flexibility
Prom Tep & Arcand...website sociability and
Open group vs closed group
Using a consumer review platform (like Buzzilions or CNet)
Using a collaborative work platform (like Zoho or Central Desktop)
with proper manipulation checks for
Flexibility H/L installing more or less features
(ex. calendar, task list, alerts, folder categories, etc.)
Sociability Y/N
(ex. contact lists with online status, discussion threads, work
groups/subgroups, etc.)
Controlling for key variables
(ex. need for social interaction, Web site experience, etc.)
11. Prom Tep & Arcand...website sociability and
flexibility
Suggestions?
THANK YOU!
Questions?
12. REFERENCES
Aljukhadar, M. and Senecal, S. (2009), “How the website usability
elements impact performance”, Proceedings of the 15th Americas
Conference on Information Systems 2009, San Francisco.
Barnes S.J, and Vidgen R.T. (2002), “An integrative approach to the
assessment of e-commerce quality”, Journal of Electronic Commerce
Research, Vol. 3(3), pp. 114–27.
Bastien, J.M.C. et Scapin D. (1993), « Ergonomic criteria for the
evaluation of Human-Computer interfaces, INRIA, France
Bernoff, J. and Li, C. (2008), “Harnessing the Power of the Oh-So-Social
Web”, MIT Sloan Management Review, 49(3), 36-42.
Bressolles, G. Durieu, F. and Giraud , M. (2007), « The impact of
electronic service quality‟s dimensions on customer satisfaction and
buying impulse », Journal of Consumer Behavior, Vol. 6, (1), pp. 37-56.
Bressolles, G. (2006), “La qualité de service électronique: NetQu@l:
proposition d‟une échelle de mesure appliqué aux sites marchands et
effets modérateurs, Recherche et Applications en Marketing, Vol. 21, 3,
pp. 19-47.
Cook,S. (2008), “The contribution revolution: Letting Volunteers Build
Your Business”, Harvard Business Review, Vol. 86(10), pp. 60-66.
13. REFERENCES
Cova, B., Kozinets, R.V. & Shankar, A. 2007 (Eds), Consumer Tribes.
Oxford: Elsevier Butterworth Heinemann
Davis, F.D. (1989), “Perceived Usefulness, Perceived Ease of
Use, and User Acceptance of Information Technology », MIS Quarterly
, Vol. 13, 319-340.
Evanchitsky, H., Gopalkrishnan, I., Hesse, J. and Ahlert, D. (2004) „E-
satisfaction:a re-examination‟, Journal of Retailing, Vol. 80, No.
3, pp.239–247.
Gill, T. (2008), « Convergent products: What functionalities add more
value to the base? », Journal of Marketing, Vol. 72 (March), pp. 46-62.
Hearst, M. et al. (2002), « Finding the flow in in-site
search », Communications of the ACM, 45,9, pp. 42-49.
Hennig-Thurau, T. et al (2004), “Electronic word-of-mouth via
consumer-opinion platforms: What motivates consumers to articulate
themselves on the Internet”, Journal of Interactive Marketing
Vol., 18, 1, pp. 38-52.
Kaplan A. and Haenlein M., (2010), “Users of the world, unite! The
challenges and opportunities of social media”, Business Horizons, Vol.
53, Issue 1, p. 59-68
14. REFERENCES
Lee, H.-H, Damhorst, M.L., Campbell3, J.R., Loker4, S. and
Parsons, J.L. (2011), « Consumer satisfaction with a mass
customized Internet apparel shopping site”, International Journal of
Consumer Studies, Vol. 35, pp. 316-329.
Lin H.-F. (2008), « Determinants of succesful virtual communities:
Contributions from system characteristics and social factors »,
Information & Managemetn, Vol. 45, pp. 522-527.
Mick, D. and Fournier, S. (1998), « Paradoxes of technology:
Consumer cognizance, emotions, and coping strategies », Journal of
Consumer Research, 25, (sept), pp. 123-43.
Murray, K.B. and Haubl, G. (2008), Interactive consumer decision
aids in Handbook of Marketing Decision Models, Chap. 3, Wierenga,
B. (ed). Springer Science +Business Media.
Nambisan, R. and Watt, J.H. « Managing customer experiences in
online product communities », Journal of Business Research, Vol. 64,
pp. 889-895.
Nielsen, J. (1990), « Ten Usability Heuristics »
Preece, J. (2000), Online Communities: Designing Usability,
Supporting Sociability, Chichester, England: John Wiley & Sons.,
www.ifsm.umbc.edu/onlinecommunities
15. REFERENCES
Preece, J. and Shneiderman, B. (2009), «The reader to leader framework:
Motivating technology mediated social participation », AIS Transactions on Human
Computer Interaction, 1,1,:pp. 1-21.
Sénécal, S. and Nantel, J. (2004), “The Influence of Online Product
Recommendations on Consumers‟ Online Choices,” Journal of Retailing, 80 (2),
pp. 159-169.
Shneiderman, B. (1993), « Designing user interface strategies for effective
Human-Computer Interaction », Massachussetts: Addison-Westly, 639 pages.
Schwartz, B. (2005), “The paradox of choice: Why more is less”, Harper Collins,
New York, NY.
Szymanski, D.M. and Hise, R.T.(2000), “E-satisfaction: An initial examination”,
Journal of Retailing, Vol. 76 (3), pp. 309–322.
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Wang, L.C., Baker, J., Wagner, J.A. & Wakefield, K. (2007), “Can a retail web site
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predicting etail quality”, Journal of Retailing, Vol. 79(3), pp. 183–97.
Yoo B, and Donthu N. (2001), “Developing a scale to measure the perceived
quality of an Internet shopping site (SITEQUAL)”, Quarterly Journal of Electronic
Commerce, Vol. 2(1), pp. 31–46.
Editor's Notes
In the last 5 years a large body of lit has developed and has shown the positive effect of sociability on consumers’ attitude and BI, driving VC success Moderating role of sociabilityWhile flexibility affects usability negatively, sociability can compensate as it is addressing the need for social interaction through social presence and social validationUGC-related functionalities turn regular Web sites into social network spaces (good old online communities)Consumers now also expect to turn to the Web to have social dimensions addressed while shopping onlinePeer recommendations influence product choice (Senecal & Nantel 2004)The growth of social commerce , consumer tribes (Cova, Kozinets & Shankar, 2007) and eWOM(Hennig-Thurau et al. 2004; Lin 2008)