Conference Paper

Designing for Success: Creating Business Value with Mobile User Experience (UX)

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Abstract

The popularity of mobile devices, such as smart phones and tablets, provides both new opportunities and challenges for companies. Mobile devices allow companies to reach users anywhere, anytime; however, these devices present the challenge of designing websites that can adapt to smaller screen sizes. Because competition is shifting more and more toward user experience, creating a positive mobile experience is becoming increasingly important in maintaining a competitive edge in the market place. To address this issue, we measured the user experience of an actual e-commerce website before and after it was optimized for mobile devices and used Google Analytics to follow user behavior. The results suggested that optimized websites are likely to have a major positive impact on the ROI for a company.

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... This method gives insight into the reason behind users' action while interacting with the product or application. It helps the researcher to know and observe the reactions of the users in their natural context of use and assist in extracting the problem areas during the investigation [22]. For example, this method is good in conducting a usability evaluation of product prototype in order to eliminate the problem found in the existing application [26]. ...
... Web analytics are methods used to measure users' behaviour on the website, which is collected automatically through large samples or complete visitor populations [22]. Among the data that can be collected are the total number of the website's visitor or traffic, their demography, the number and type of links they click and the page views among others, can be analysed and reported. ...
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... Um bom produto precisa, além de funcionar bem, motivar e engajar os usuários para uma interação mais prazerosa [4]. Além disso, em um contexto de constante surgimento de novas soluções tecnológicas, investir no projeto de uma boa experiência é também um grande diferencial no mercado [2], uma vez que usuários mais satisfeitos tendem a ser fiéis aos aplicativos e indicá-los para outras pessoas. Esse é um dos fatores pelos quais muitas empresas têm mostrado maior preocupação com a UX, fato que abre oportunidades para pesquisadores de IHC que desejem abraçar os desafios da área. ...
... Entretanto, não são tratados aspectos particulares da experiência, nem o impacto dos problemas de interação nesses aspectos. Em [2], Djamasbi et al. avaliaram a experiência de um site de vendas antes e depois de sua otimização para dispositivos móveis. Os resultados sugerem que sites otimizados podem ter um impacto positivo no retorno financeiro de uma companhia. ...
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The user experience (UX) seeks to understand how people experience interaction with technological artifacts, from various points of view. Through an empirical research of qualitative nature, the present paper explores how interaction and interface problems impact the user experience in mobile applications focused on urban mobility. To support the study, we evaluated the user experience offered by two of these applications, whose evaluation process consisted of a combination of methods, aiming to cover several aspects of the user experience. The evaluation results emphasize the need of concerning about aspects that go beyond the quality of use in mobile application design. Based on our findings, we present recommendations for designing urban mobility mobile applications that offer a satisfying and enjoyable user experience.
... To the best of authors' knowledge, there is urgent need to develop specific heuristics for usability evaluation of M-Commerce applications that can be used to test the efficiency, ease of use and user confidence associated with user interface. Some previous studies reveal that the major usability testing methods in the context of M-Commerce applications are questionnaire survey [20,60], focus group [63], observation and interview [13]. M-Commerce researchers and developers are faced with difficulties in this genre of study. ...
... The comparison is based on the concept rather than context of use of the traditional heuristics. M-Commerce applications are different and the primary goal of the developer is not to have fun or playability experience like mobile game applications but to make recurrent sales through the optimization of the website [13,54,55]. Therefore, the proposed heuristics are tailored primarily to achieve this purpose and to improve users' experience of M-Commerce applications. ...
Conference Paper
The evaluation of M-Commerce applications is becoming a must for both business and usability professionals. Heuristics evaluation of M-Commerce application seems to be a way out, but traditional heuristics were developed without any consideration for mobile computing. Therefore, the need to have domain specific heuristics is gradually gaining popularity, which have led to the development of domain specific heuristics for M-Health, M-Games and M-Museums, among others. In the light of this, there is a literature gap for the development of domain specific heuristics for M-Commerce applications, which this study seeks to address. The study presents the set of heuristics for M-Commerce applications in a pattern that is similar to traditional heuristics, but with much emphasis on the context of use. The study serves as initial work on the development of domain specific heuristics for the evaluation of M-Commerce applications. The proposed heuristics could be of benefit to usability professionals, significantly reducing the cost and enhancing the outcome of usability evaluations in the context of
... Grande parte da pesquisa de IHC sobre comércio eletrônico é dedicada à etapa de avaliação. Algumas pesquisas [7,11,14,44,59] avaliam a conformidade dos sistemas quanto aos critérios de qualidade em IHC. Entretanto, também é possível encontrar trabalhos dedicados às atividades de design [13,18,35,55]. ...
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An e-commerce system aims to support buying and selling over the internet. Despite the strong appeal of self-service provided by e-commerce, assisted sales (both in-person and remotely) and sales influenced by social networks have proven to be strategic for many retail companies. This paper presents an experience report from a designers team developing new functionalities for a remote sales application, as part of a partnership program between a univer- sity and a Brazilian company VTEX specialized in administrative and sales solutions for e-commerce businesses. This application was initially intended for sales in physical store settings. However, with the growing change in consumer behavior, VTEX identified the opportunity to invest in the remote sales scenario, leverag- ing its existing physical store sales solution. To develop the new functionalities, various Human-Computer Interaction (HCI) and User Experience (UX) techniques were applied within the Double Diamond design process, such as the CSD matrix, field research, benchmarking, support ticket analysis, interaction diagrams with MoLIC, and high-fidelity prototypes. In this paper, we report how each technique was applied and present the results obtained from them. The research findings revealed numerous opportunities for the design team to capitalize on when modeling the solution. Some lessons learned from this case study included: placing significant emphasis on the briefing document, objectively describing the prob- lems to be addressed by the project team; utilizing the company’s internal tickets as a research source about the users; creating op- portunity banks based on research findings to help demonstrate the value of the research to stakeholders and serve as a knowledge- sharing tool among teams; and developing solutions that leverage the existing structures of the current solution can assist the product team in defending the ideas of the developed products. Finally, the collaboration between industry and academia in this experience report proved to be highly beneficial.
... Much of the HCI research on e-commerce is dedicated to the evaluation stage (Yang and Chiu, 2023;Chiu et al., 2023;Pu et al., 2008;Belk et al., 2014;Djamasbi et al., 2014), but it is also possible to find works dedicated to design activities (Hangrui, 2023;Monteiro and Gonçalves, 2021;de Oliveira et al., 2022). ...
Conference Paper
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This article presents the full account of a case study within VTEX, a Brazilian e-Commerce company. It reported the design challenge to conceive the functionality for importing records via a spreadsheet file. Several techniques of Human-Computer Interaction (HCI) and User Experience (UX) were applied within the Double Diamond design process, such as CSD matrix, ideation techniques, user stories, interaction diagrams, prototypes. In this document, we report how each technique was applied and present the results obtained from them. The results of the prototype usability test with user representatives are also presented. Some lessons learned, from this case study, were: to keep the design process iterative, exchanging techniques whenever necessary; to involve team members so that everyone is on the same page regarding the problem and the solution; to test the solution as soon as possible while still in prototype, even if it is not with end users but with their representatives.
... This narrow perspective eludes the responsibility of the whole team towards the designed system or product (Gothelf and Seiden, 2021). UX is an essential aspect of a product, determining its quality as well as its success and durability in the future, as much as a solid architecture or decent maintainability level (Djamasbi et al., 2014;Erdös, 2019). As such, poor UX quality, like poor code quality, creates a cost that negatively affects the whole team and its productivity, since it hinders its ability to deliver high-quality customer value without time waste (Besker et al., 2019). ...
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The metaphor of Technical Debt (TD) has generated a conceptual framework on factors that weaken the quality of software and accumulate a repair cost. However, user-related aspects like user experience (UX) receive little consideration among TD types, for reasons like the substantial focus on code TD, some dynamics inherent to agile processes, and an apparent lack of cumulative cost over time. This article has two main goals: first, to present evidence of the existence of UXDebt as a type of TD, with a cumulative cost for the development team as well as stakeholders; second, to propose a definition and characterization of UXDebt that may serve as a frame for further research on methods and tools for continuous management within agile processes. For the first goal, we have compiled evidence on the current state of UXDebt from three sources: a literature review, a survey among software engineering professionals in agile teams, and the analysis of UX issues in GitHub. All sources have evidenced some form of UXDebt; surveyed practitioners have recognized its poor management with a cost for the entire team that accumulates over time. Moreover, issue-tracking systems allow to visualize and measure a technical form of UXDebt. For the second goal, we have defined a conceptual model that characterizes UXDebt in terms of both technical and non-technical aspects. On the technical side, we propose the notion of UX smells which allows us to discuss concrete management activities.
... With reference to the results of performance evaluation for the PPSTC system with 10 experts from various higher education institutions, the overall performance was high. It is consistent with the study by Djamasbi et al. (2014), whose research is about the creation of business values with the mobile user experience (UX) by designing a website compatible to smaller screen sizes. The researchers measured the user experience of an actual e-commerce website before and after designing the said optimised website for mobile devices, and used Google Analytics to track the users. ...
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The information system for public relations via mobile application (PPSTC system) is considered a tool to promote public relations and information perception in digital age based on the application of new ideas that can respond to and accommodate the current world situations. This research aimed to analyse and develop the PPSTC system; and assessment of the use of the PPSTC system. The participants consisted of experts from various institutions in higher education, including and teachers, staff, students of Pakpasak Technical College, and outsiders aged 17 to 25 years. The data collection tools are as follows: the PPSTC system; the effective evaluation form; the assessment form for users’ proactive perception of information; and the assessment form for users’ satisfaction. The results of the study indicated that (1) the overall performance evaluation was highly; and (2) the overall users’ perception of information and users’ satisfaction were high. Keywords: Information system, PPSTC system, mobile application, user experience, proactive perception, information perception.
... Authors like Bias and Mayhew (2005) and Djamasbi et al. (2014) have reported on organisations that have benefitted financially from incorporating UX design into their system development process. According to Turner (2011), organisations can follow two important steps when measuring ROI in UX design. ...
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... With several choices of merchants available on the internet, bounce rate is an important indicator since it counts the percentage of visitor that leave the site after viewing only one page (Marek, 2011). Given the increased penetration of mobile and mobile internet, studies have shown that designing websites that fit various screen sizes could enhance mobile user experience, which then increase unique page views and reduce bounce rate (Djamasbi, et al., 2014). Therefore, webpage design should factor in mobile user experience so that visitors would stay longer and eventually spend. ...
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The digital revolution has permeated and reconstituted innovation in recent years – from production to consumption, marketing and farmgate to the dinner table, and from bales to fabric and fashion. The way we communicate, dress, drive or perform rituals such as grooming, have all changed. Artificial intelligence has permeated the retail sector: from financial services to fashion, from travel to accommodation booking systems, smart chatbots, propensity modelling and marketing automation abound. Even your regular visit to the barbers or non-traditional medicine like acupuncture delivery are affected. The purpose of this article is to introduce contributions of digital and everything in-between to the rapidly changing landscape of business and management.
... Além de contribuir no processo, as metodologias UX podem se tornar verdadeiras engrenagens na engenharia de desenvolvimento do software em questão, convertendo-se em sua principal estrutura. Estudos mostram evidências de que as pequenas empresas têm entendido a importância da experiência do usuário (UX) no desenvolvimento de seus produtos e serviços [14] [18]. ...
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Collective intelligence is an interdisciplinary topic that has been explored by different areas of knowledge, like information systems, being a common practice of knowledge exchange through new forms of organization and flexible coordination in real time. Crowdsourcing emerges in this context as an act of externalizing, through the Internet, a task traditionally done internally in the organization for an undefined (and often large) group of people. However, one of the challenges found in this model is how users select and interact with available tasks for execution. Therefore, this work presents a prototype task recommendation system tool, with user experience-oriented design (UX), called CrowdRec, executed through the Google Ventures Design Studio method in conjunction with the Quant-UX tool. To evaluate the results, the TAM analysis with a five-point Likert scale was used. The results show positive interactions in the prototype.
... It could also be expressed in terms of time spent on site (e.g., users who spend five seconds or less on the site) irrespective of the number of pages they view. Djamasbi et al. (2014), underline the negative effects of bounce-rate on potential users' engagement in web sites. Krause and Coates (2008) reports regulated measurement of learner engagement from a largescale study of first year undergraduate learners in Australian universities. ...
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This Open Praxis issue in volume 11 includes eight research papers
... It could also be expressed in terms of time spent on site (e.g., users who spend five seconds or less on the site) irrespective of the number of pages they view. Djamasbi et al. (2014), underline the negative effects of bounce-rate on potential users' engagement in web sites. Krause and Coates (2008) reports regulated measurement of learner engagement from a largescale study of first year undergraduate learners in Australian universities. ...
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The literature is considerably rich about engagement and academic achievement in the context of open and distance learning. However, there is limited research that investigates these variables with large scale participants. In this regard, the aim of this research was to investigate causal correlations between e-learning engagement time and academic achievement of open and distance learners according to course subject, dropout, and bounce rate variables. The participants of this study were 323,264 open and distance learners from Anadolu University, Turkey. Throughout this research, open and distance learners’ engagement time levels and their academic achievements are compared. Academic achievement was found to increase significantly when learners engaged more with e-learning materials.
... Due to the importance of UX there have been many kinds of research trying to find an explicit way of designing for UX. We learned from research that paying attention to user experience plays a significant role in business competition [8]. ...
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With the sudden increase in the number of mobile device users, more mobile-based services providing applications are needed. Since various marketing strategies have been used for decades as a very effective means in many traditional commerce systems, today people are looking for innovative solutions to enhance the user’s experience in the wireless world. Recently, the mobile industry began to pay more attention to the applications in providing services online because the apps do not only provide an easy and simple method to present diverse services data at the same place, but also improve mobile user experience by some studies which make the development process more flexible. This paper first discusses user experience (UX) concept and then classifications, types of services provided in the proposed application which creates a successful user-centered design. The proposed application includes an initial interface for registration (either as a customer or as a service provider) and then with the help of Google Map, the customer can access services close to his or her location. Moreover, the paper
... UX researchers have been developing and adapting research methods, design guidelines, and tools to address the challenges and opportunities of mobile devices (e.g., Binti Ayob, Hussin, & Dahlan, 2009;De Sá & Carriço, 2006;De Sá, Carriço, Duarte, & Reis, 2008;Inostroza, Rusu, Roncagliolo, & Rusu, 2013;Kjeldskov & Stage, 2004;Lee & Grice, 2004). Mobile UX research has been seen across different domains, fields, and contexts (e.g., Arhippainen & Tähti, 2003;Arning, Ziefle, Li, & Kobbelt, 2012;Djamasbi et al., 2014;Gong & Tarasewich, 2004;Kukulska-Hulme, 2007;Medhi, Ratan, & Toyama, 2009;Stoyanov et al., 2015). In the religious domain, there have been some studies that sought to investigate the UX of religious mobile applications (e.g., Al-Aidaroos, Mutalib, Zulkifli, & AbuHassira, 2013; Wyche et al., 2008). ...
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The Hajj pilgrimage is one of the largest annual events in the world. Each year, millions of Muslims visit the holy sites in Makkah. While Hajj mobile applications that help pilgrims perform Hajj activities efficiently are gaining popularity, little has been done to investigate pilgrims’ needs and their experiences of these applications. During the 2017 Hajj season, we conducted a study to investigate the needs and experiences of Hajj mobile service users. We used a questionnaire to investigate the need for 20 Hajj mobile features and found that maps (particularly offline maps) were the most needed feature. We also interviewed 16 pilgrims to investigate user experience (UX) of Hajj mobile applications. Three major themes emerged from our qualitative analysis of the perceptions reported by our participants: UX problems with the current mobile applications, the importance level of application features, and opportunities for improving the UX of applications. We relate these themes to specific implications for designing a better UX of mobile applications used for Hajj and its related domain (religion) and to applications for use in similar contexts (e.g., crowd and movement situations).
... According to Kujala, Roto, Väänänen-Vainio-Mattila, Karapanos, and Sinnelä (2011), the purpose of UX is to produce a general positive utility experience to the user, usage simplicity and pleasure that can be obtained through active interaction with the display, which produces the satisfaction level of utility. Hence, creating a positive experience becomes necessary demand in retaining a competitive edge (Djamasbi et al., 2014), especially in the design of mobile UI. ...
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Personalization of the user interface (UI) to certain individuals’ characteristics is crucial for ensuring satisfaction with the service. Unfortunately, the attention in most UI personalization methods have been shifted from being behavioral-personalization to self-personalization. Practically, we explored the potential of linking users’ personality dimensions with their design preferences to shape the design of an interface. It is assumed that such design may effectively promote users’ satisfaction with the service. A total of 87 participants were used to design the UI for certain personality types, and 50 students were used to evaluate their satisfaction with the UI. The results that UI designed based on the users’ personality characteristics helped to stimulate their satisfaction in a mobile learning context. This study offers a new way for customizing the design of the interface based on the correlational link between individuals’ preferences and the structure of personality characteristics.
... Studies have shown evidences that small enterprises have been understanding the importance of User Experience (UX) in the development of products [6,9]. At the Brazilian market, small enterprises are responsible for more than 50% of jobs positions in the country. ...
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... However, one common issue preventing business practitioners from recognizing the value of UX is that they do not distinguish functional (or pragmatic) value from hedonic value [3]. A growing body of research acknowledges that paying attention to UX plays a major role in business competition [4], [3], [13]. Morville [12] stresses that formulating strategy without embracing UX can be costly, and practitioners can no long afford to neglect UX. ...
Conference Paper
While good user experience (UX) can be seen to provide competitive advantage for the company and added value to users, resources for achieving UX may often be lacking in software startups. Furthermore, in different phases of business and product development process, concentrating on the focal things can be challenging. In this study, we investigated the factors affecting UX work in startups as well as UX goals startups set for their products. Furthermore, we reviewed the goals in terms of the Minimum Viable UX framework as well as value creation aspects. We present qualitative results of a survey study with 20 software startups as well as findings of a literature review. Our study suggests that while startups aim to provide products with good usability, the lack of a more comprehensive approach to UX can hinder their value creation; affecting both user satisfaction and business success. As a result, this may affect the successful implementation of startup's business model.
... A key result from such studies is that users follow an "Fshaped" reading pattern for web sites, looking primarily at the left and the top of a screen and often missing information on the right or the bottom, especially if that requires scrolling [13]. Eye-tracking has been used with mobile devices, e.g., [14][15], but often in studies examining using mobile devices to access web sites. ...
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The metaphor of technical debt (TD) has generated a conceptual framework on factors that weaken the quality of software and accumulate a repair cost. However, user-related aspects like user experience (UX) receive little consideration among TD types, for reasons like the substantial focus on code TD, some dynamics inherent to agile processes, and an apparent lack of cumulative cost over time. This article has two main goals: first, to present evidence of the existence of UXDebt as a type of TD, with a cumulative cost for the development team as well as stakeholders; second, to propose a definition and characterization of UXDebt that may serve as a frame for further research on methods and tools for continuous management within agile processes. For the first goal, we have compiled evidence on the current state of UXDebt from three sources: a literature review, a survey among software engineering professionals in agile teams, and the analysis of UX issues in GitHub. All sources have evidenced some form of UXDebt; surveyed practitioners have recognized its poor management with a cost for the entire team that accumulates over time. Moreover, issue tracking systems allow to visualize and measure a technical form of UXDebt. For the second goal, we have defined a conceptual model that characterizes UXDebt in terms of both technical and non-technical aspects. On the technical side, we propose the notion of UX smells which allows us to discuss concrete management activities.
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Co-supervised undergraduate thesis for the Bachelor's Degree in Computer Science at the Federal University of Ceará (UFC) - Campus Crateús // Resumo: Com foco em mercados inteiros ao invés de desenvolver software sob medida para clientes específicos, as startups com modelos de negócios baseados em produtos digitais para aplicativos móveis reforçam a relevância da mobile User Experience (UX) como reflexo da qualidade e sucesso para um negócio escalável. No entanto, devido à natureza dinâmica e incerta das startups, presencia-se uma dificuldade recorrente em equilibrar a entrega de valor aos usuários consonante à um processo sistemático de avaliação e melhoria de UX. Mesmo com a reconhecida relevância por parte da academia e indústria de software, ainda se constata uma escassez de pesquisas empíricas sobre mobile UX no segmento de startups. Diante desse contexto, esta pesquisa assume um caminho metodológico qualitativo sob a forma de um estudo de caso único e instrumental visando investigar qual a percepção do time de uma startup em estágio de scale-up sobre a adoção do Questionário de Experiência do Usuário em complemento ao uso da técnicaAnálise Hierárquica de Tarefas para avaliação e melhoria de mobile UX. Quanto aos resultados, foi possível obter um diagnóstico multimétodo e empírico acerca da percepção do time a partir de quatro perspectivas analíticas: i) comparação com o processo prévio, ii) dificuldades encontradas, iii) lições aprendidas e iv) expectativas almejadas. Como principais contribuições, destaca-se a oportunidade de avançar na compreensão das particularidades da avaliação e melhoria de mobileUX no contexto de uma startup em scale-up, bem como o compartilhamento de reflexões que podem ser úteis para outras startups.
Thesis
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The usability of Mobile commerce (M-commerce) websites is a key parameter in determining the success of M-commerce businesses. Literature shows that numerous M-commerce websites have failed to attract customers due to the poor usability of user interfaces. In order to offer superior quality shopping experiences to consumers, it is thus essential to determine the appropriate attributes of successful user interfaces as well as the evaluation methods which should be employed to measure them. The available research resources consulted contained few references to usability evaluation, the identification of appropriate attributes as well as evaluation methods to be used for M-commerce applications. Consequently, the researcher proposes a new usability model for M-commerce websites to determine the suitability of attributes to be included in the proposed model for M-commerce websites. This research work aims to address the imbalance in literature by determining the appropriate attributes of the proposed usability model for usability evaluations of M-commerce applications. In an effort to validate the proposed usability model, an appropriate method to assess usability was formulated to evaluate existing M-commerce websites. The inappropriate application of usability methods will result in major usability problems which will, in turn, negatively impact users’ experiences. To facilitate improved M-commerce user experiences, this study set out to determine appropriate attributes of usability model as well as formulate a domain-specific usability evaluation method to ascertain the usability of said websites. The research work applied a combination of a user-based evaluation method and the proposed domain-specific evaluation method to evaluate the usability of four selected M-commerce websites. The outcomes of the study, which aided in the development of a framework for the usability evaluation of M-commerce websites, highlighted the effectiveness of the methods. Therefore, the proposed framework will prove useful to both new, and well-established M-commerce providers, as it will help guide usability professionals as to which evaluation method to choose for a specific usability problem area when evaluating the usability of M-commerce websites.
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Research provides ample evidence of the impact web page design has on comprehension; and that Generation Y users are impatient and dislike reading text. Yet there has been little research that focuses on content, in particular to examine the impact of text simplification on younger users’ processing of textual information. To address this need, we report the initial steps of a larger research effort that focuses on developing a set of guidelines for designing simple and effective text passages. Specifically, we compiled a set of existing plain language rules and tested its effectiveness of conveying information to Generation Y users. The results suggest the compiled set of rules can serve as an appropriate tool for designing textual passages to reduce cognitive effort and improve readability of textual content for Generation Y users. Also, the results show that eye tracking serves as an excellent objective measurement for examining the effectiveness of text simplification.
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Usability experts and researchers alike have largely ignored the aesthetics dimension of human-computer interaction. This paper argues that aesthetics should be conceived as an integral part of in-formation technology (IT) just as it is in other aspects of our lives. Four reasons are provided for this premise. (1) In many cases, aesthetics becomes a major differentiating factor between IT products. (2) Our evaluations of the environment, including IT, are primarily visual and thus are susceptible to im-mediate and sustainable aesthetic impressions. (3) Aesthetics satisfies basic human needs, and human needs are increasingly supplied by information technology. (4) Aesthetic considerations are becoming increasingly important and pervasive in our society, in large part thanks to IT.
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Measuring Usability With The System Usability Scale (SUS)
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Conducting Large scale online User Research Studies, The User Experience Professionals Association (UXPA)
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SUS: a “quick and dirty” usability scale
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