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  2. User experience evaluation - Wikipedia

    en.wikipedia.org/wiki/User_experience_evaluation

    It is non-trivial to assess user experience since user experience is subjective, context-dependent and dynamic over time. [1] For a UXA study to be successful, the researcher has to select the right dimensions, constructs, and methods and target the research for the specific area of interest such as game, transportation, mobile, etc.

  3. User experience design - Wikipedia

    en.wikipedia.org/wiki/User_Experience_Design

    User experience design is a conceptual design discipline rooted in human factors and ergonomics.This field, since the late 1940s, has focused on the interaction between human users, machines, and contextual environments to design systems that address the user's experience. [4]

  4. User experience - Wikipedia

    en.wikipedia.org/wiki/User_experience

    The ISO also lists three factors that influence user experience: the system, the user, and the context of use. Note 3 of the standard hints that usability addresses aspects of user experience, e.g. "usability criteria can be used to assess aspects of user experience". The standard does not go further in clarifying the relation between user ...

  5. First-time user experience - Wikipedia

    en.wikipedia.org/wiki/First-time_user_experience

    The experience of a service or product's use is consistent of three main forces: familiarity, functional dependency, and emotional attachment. These three forces are responsible for shifting a users' experience across three phases: orientation, incorporation, and identification, respectively. The incorporation factor is the most significant ...

  6. User research - Wikipedia

    en.wikipedia.org/wiki/User_Research

    User research also helps to uncover problems faced by users when they interact with a product and turn them into actionable insights. User research is beneficial in all stages of product development from ideation to market release. [7] Mike Kuniavsky further notes that it is "the process of understanding the impact of design on an audience."

  7. Customer experience - Wikipedia

    en.wikipedia.org/wiki/Customer_experience

    Customer experience tends to be owned by the marketing function within an organization, [69] and therefore has little control or focus on what happens before a customer decides to buy. [further explanation needed] Sales experience is concerned with the buyer's journey up to and including the point that the buyer makes a purchase decision.

  8. Persona (user experience) - Wikipedia

    en.wikipedia.org/wiki/Persona_(user_experience)

    A user persona is a representation of the goals and behavior of a hypothesized group of users. In most cases, personas are synthesized from data collected from interviews or surveys with users. [ 3 ] They are captured in short page descriptions that include behavioral patterns, goals, skills, attitudes, with a few fictional personal details to ...

  9. Aesthetic–usability effect - Wikipedia

    en.wikipedia.org/wiki/Aesthetic–usability_effect

    An idea is that software may automatically compose personalised interfaces based on the individual cultural backgrounds of its users. There are several different factors defining the user's cultural background, such as the user's first language, religion, and education level, and the form of education and the social or political norms of their ...