User experience design
About: User experience design is a research topic. Over the lifetime, 30774 publications have been published within this topic receiving 387247 citations. The topic is also known as: UxD & UX design.
Papers published on a yearly basis
•01 Jan 1987
TL;DR: The Sixth Edition of Designing the User Interface provides a comprehensive, authoritative, and up-to-date introduction to the dynamic field of human-computer interaction and user experience (UX) design.
Abstract: For courses in Human-Computer Interaction. The Sixth Edition of Designing the User Interface provides a comprehensive, authoritative, and up-to-date introduction to the dynamic field of human-computer interaction (HCI) and user experience (UX) design. This classic book has defined and charted the astonishing evolution of user interfaces for three decades. Students and professionals learn practical principles and guidelines needed to develop high quality interface designs that users can understand, predict, and control. The book covers theoretical foundations and design processes such as expert reviews and usability testing. By presenting current research andinnovations in human-computer interaction, the authors strive toinspire students, guide designers, and provoke researchers to seek solutions that improve the experiences of novice and expert users, while achieving universal usability. The authors also provide balanced presentations on controversial topics such as augmented and virtual reality, voice and natural language interfaces, and information visualization. Updates include current HCI design methods, new design examples, and totally revamped coverage of social media, search and voice interaction. Major revisions were made toEVERY chapter, changing almost every figure (170 new color figures) and substantially updating the references.
•01 Feb 1997
TL;DR: The human and the design of interactive systems: The myth of the infinitely fast machine, a guide to designing for diversity and the process of design.
Abstract: Contents Foreword Preface to the third edition Preface to the second edition Preface to the first edition Introduction Part 1 Foundations Chapter 1 The human 1.1 Introduction 1.2 Input-output channels Design Focus: Getting noticed Design Focus: Where's the middle? 1.3 Human memory Design Focus: Cashing in Design Focus: 7 +- 2 revisited 1.4 Thinking: reasoning and problem solving Design Focus: Human error and false memories 1.5 Emotion 1.6 Individual differences 1.7 Psychology and the design of interactive systems 1.8 Summary Exercises Recommended reading Chapter 2 The computer 2.1 Introduction Design Focus: Numeric keypads 2.2 Text entry devices 2.3 Positioning, pointing and drawing 2.4 Display devices Design Focus: Hermes: a situated display 2.5 Devices for virtual reality and 3D interaction 2.6 Physical controls, sensors and special devices Design Focus: Feeling the road Design Focus: Smart-Its - making sensors easy 2.7 Paper: printing and scanning Design Focus: Readability of text 2.8 Memory 2.9 Processing and networks Design Focus: The myth of the infinitely fast machine 2.10 Summary Exercises Recommended reading Chapter 3 The interaction 3.1 Introduction 3.2 Models of interaction Design Focus: Video recorder 3.3 Frameworks and HCI 3.4 Ergonomics Design Focus: Industrial interfaces 3.5 Interaction styles Design Focus: Navigation in 3D and 2D 3.6 Elements of the WIMP interface Design Focus: Learning toolbars 3.7 Interactivity 3.8 The context of the interaction Design Focus: Half the picture? 3.9 Experience, engagement and fun 3.10 Summary Exercises Recommended reading Chapter 4 Paradigms 4.1 Introduction 4.2 Paradigms for interaction 4.3 Summary Exercises Recommended reading Part 2 Design process Chapter 5 Interaction design basics 5.1 Introduction 5.2 What is design? 5.3 The process of design 5.4 User focus Design Focus: Cultural probes 5.5 Scenarios 5.6 Navigation design Design Focus: Beware the big button trap Design Focus: Modes 5.7 Screen design and layout Design Focus: Alignment and layout matter Design Focus: Checking screen colors 5.8 Iteration and prototyping 5.9 Summary Exercises Recommended reading Chapter 6 HCI in the software process 6.1 Introduction 6.2 The software life cycle 6.3 Usability engineering 6.4 Iterative design and prototyping Design Focus: Prototyping in practice 6.5 Design rationale 6.6 Summary Exercises Recommended reading Chapter 7 Design rules 7.1 Introduction 7.2 Principles to support usability 7.3 Standards 7.4 Guidelines 7.5 Golden rules and heuristics 7.6 HCI patterns 7.7 Summary Exercises Recommended reading Chapter 8 Implementation support 8.1 Introduction 8.2 Elements of windowing systems 8.3 Programming the application Design Focus: Going with the grain 8.4 Using toolkits Design Focus: Java and AWT 8.5 User interface management systems 8.6 Summary Exercises Recommended reading Chapter 9 Evaluation techniques 9.1 What is evaluation? 9.2 Goals of evaluation 9.3 Evaluation through expert analysis 9.4 Evaluation through user participation 9.5 Choosing an evaluation method 9.6 Summary Exercises Recommended reading Chapter 10 Universal design 10.1 Introduction 10.2 Universal design principles 10.3 Multi-modal interaction Design Focus: Designing websites for screen readers Design Focus: Choosing the right kind of speech Design Focus: Apple Newton 10.4 Designing for diversity Design Focus: Mathematics for the blind 10.5 Summary Exercises Recommended reading Chapter 11 User support 11.1 Introduction 11.2 Requirements of user support 11.3 Approaches to user support 11.4 Adaptive help systems Design Focus: It's good to talk - help from real people 11.5 Designing user support systems 11.6 Summary Exercises Recommended reading Part 3 Models and theories Chapter 12 Cognitive models 12.1 Introduction 12.2 Goal and task hierarchies Design Focus: GOMS saves money 12.3 Linguistic models 12.4 The challenge of display-based systems 12.5 Physical and device models 12.6 Cognitive architectures 12.7 Summary Exercises Recommended reading Chapter 13 Socio-organizational issues and stakeholder requirements 13.1 Introduction 13.2 Organizational issues Design Focus: Implementing workflow in Lotus Notes 13.3 Capturing requirements Design Focus: Tomorrow's hospital - using participatory design 13.4 Summary Exercises Recommended reading Chapter 14 Communication and collaboration models 14.1 Introduction 14.2 Face-to-face communication Design Focus: Looking real - Avatar Conference 14.3 Conversation 14.4 Text-based communication 14.5 Group working 14.6 Summary Exercises Recommended reading Chapter 15 Task analysis 15.1 Introduction 15.2 Differences between task analysis and other techniques 15.3 Task decomposition 15.4 Knowledge-based analysis 15.5 Entity-relationship-based techniques 15.6 Sources of information and data collection 15.7 Uses of task analysis 15.8 Summary Exercises Recommended reading Chapter 16 Dialog notations and design 16.1 What is dialog? 16.2 Dialog design notations 16.3 Diagrammatic notations Design Focus: Using STNs in prototyping Design Focus: Digital watch - documentation and analysis 16.4 Textual dialog notations 16.5 Dialog semantics 16.6 Dialog analysis and design 16.7 Summary Exercises Recommended reading Chapter 17 Models of the system 17.1 Introduction 17.2 Standard formalisms 17.3 Interaction models 17.4 Continuous behavior 17.5 Summary Exercises Recommended reading Chapter 18 Modeling rich interaction 18.1 Introduction 18.2 Status-event analysis 18.3 Rich contexts 18.4 Low intention and sensor-based interaction Design Focus: Designing a car courtesy light 18.5 Summary Exercises Recommended reading Part 4 Outside the box Chapter 19 Groupware 19.1 Introduction 19.2 Groupware systems 19.3 Computer-mediated communication Design Focus: SMS in action 19.4 Meeting and decision support systems 19.5 Shared applications and artifacts 19.6 Frameworks for groupware Design Focus: TOWER - workspace awareness Exercises Recommended reading Chapter 20 Ubiquitous computing and augmented realities 20.1 Introduction 20.2 Ubiquitous computing applications research Design Focus: Ambient Wood - augmenting the physical Design Focus: Classroom 2000/eClass - deploying and evaluating ubicomp 20.3 Virtual and augmented reality Design Focus: Shared experience Design Focus: Applications of augmented reality 20.4 Information and data visualization Design Focus: Getting the size right 20.5 Summary Exercises Recommended reading Chapter 21 Hypertext, multimedia and the world wide web 21.1 Introduction 21.2 Understanding hypertext 21.3 Finding things 21.4 Web technology and issues 21.5 Static web content 21.6 Dynamic web content 21.7 Summary Exercises Recommended reading References Index
TL;DR: The evolution in design research from a user-centred approach to co-designing is changing the roles of the designer, the researcher and the person formerly known as the "user" as discussed by the authors.
Abstract: Designers have been moving increasingly closer to the future users of what they design and the next new thing in the changing landscape of design research has become co-designing with your users. But co-designing is actually not new at all, having taken distinctly different paths in the US and in Europe. The evolution in design research from a user-centred approach to co-designing is changing the roles of the designer, the researcher and the person formerly known as the ‘user’. The implications of this shift for the education of designers and researchers are enormous. The evolution in design research from a user-centred approach to co-designing is changing the landscape of design practice as well, creating new domains of collective creativity. It is hoped that this evolution will support a transformation toward more sustainable ways of living in the future.
TL;DR: A variety of models that incorporate attitudinal, social, and control factor have been advanced to explain IT usage, but it is unclear whether models such as TAM are predictive of behavior for inexperienced users and whether the determinants of IT usage are the same for experienced and inexperienced users of a system.
Abstract: A variety of models that incorporate attitudinal, social, and control factor have been advanced to explain IT usage, of which the Technology Acceptance Model (TAM) is the most well know. One goal of such models is to develop diagnostic tools to predict information systems acceptance and facilitate design changes before users have experience with a system. However, empirical tests of these models have generally focused on either systems that were already in use by the study participants, or systems that the participants were familiar with, such as word processing packages and spreadsheets. Given this, it is unclear (1) whether models such as TAM are predictive of behavior for inexperienced users and, more importantly, (2) whether the determinants of IT usage are the same for experienced and inexperiened users of a system.
TL;DR: The present introduction to the special issue on 'Empirical studies of the user experience' attempts to give a provisional answer to the question of what is meant by 'the user experience', and provides a cursory sketch of UX and how the authors think UX research will look like in the future.
Abstract: Over the last decade, ‘user experience’ (UX) became a buzzword in the field of human – computer interaction (HCI) and interaction design. As technology matured, interactive products became not only more useful and usable, but also fashionable, fascinating things to desire. Driven by the impression that a narrow focus on interactive products as tools does not capture the variety and emerging aspects of technology use, practitioners and researchers alike, seem to readily embrace the notion of UX as a viable alternative to traditional HCI. And, indeed, the term promises change and a fresh look, without being too specific about its definite meaning. The present introduction to the special issue on ‘Empirical studies of the user experience’ attempts to give a provisional answer to the question of what is meant by ‘the user experience’. It provides a cursory sketch of UX and how we think UX research will look like in the future. It is not so much meant as a forecast of the future, but as a proposal – a stimulus for further UX research.
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