39 results on '"Lean UX"'
Search Results
2. Data Science Based Methodology: Design Process of a Correlation Model Between EEG Signals and Brain Regions Mapping in Anxiety
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Calderón-Reyes, Julia Elizabeth, Muñoz-Bautista, Humberto, Alvarez-Rodriguez, Francisco Javier, Barba-Gonzalez, María Lorena, Cardona-Reyes, Héctor, Kacprzyk, Janusz, Series Editor, Gomide, Fernando, Advisory Editor, Kaynak, Okyay, Advisory Editor, Liu, Derong, Advisory Editor, Pedrycz, Witold, Advisory Editor, Polycarpou, Marios M., Advisory Editor, Rudas, Imre J., Advisory Editor, Wang, Jun, Advisory Editor, Mejia, Jezreel, editor, Muñoz, Mirna, editor, Rocha, Álvaro, editor, and Hernández-Nava, Víctor, editor
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- 2023
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3. PERANCANGAN UI/UX DIGITAL SIGNAGE UNTUK PENINGKATAN AKSES INFORMASI DI FAKULTAS TEKNOLOGI INDUSTRI UII
- Author
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Muchammad Okto Nugroho and Andhik Budi Cahyono
- Subjects
digital signage ,lean ux ,system usability scale ,Education ,Technology - Abstract
Fakultas Teknologi Industri Universitas Islam Indonesia saat ini masih mengandalkan situs web sebagai kanal utama untuk berbagi informasi kepada pengguna. Namun, informasi itu semua berpeluang tidak meratanya informasi yang diterima oleh para mahasiswa Fakultas Teknologi Industri. Padahal, Fakultas Teknologi Industri seringkali memiliki informasi penting yang perlu disampaikan. Website Fakultas Teknologi Industri sudah menyediakan fasilitas yang memadai. Penggunaan website Fakultas Teknologi Industri masih belum optimal. Berdasarkan permasalahan yang ada, penulis membuat rancangan layanan informasi Digital Signage guna membantu Fakultas Teknologi Industri dalam memberikan informasi terkait Fakultas Teknologi Industri. Lean UX metode yang berfokus untuk mengurangi biaya dalam proses perancangan sebuah produk dengan mengutamakan perulangan dan umpan balik cepat dari pengguna. Tujuan metode ini adalah memastikan produk sesuai dengan kebutuhan pengguna dengan menggunakan pengujian cepat sebelum perancangan aplikasi Lean UX memiliki 4 (Empat) tahapan, yakni mendeklarasi asumsi, membuat Minimum Viable Product (MVP), Run an Experiment, dan Feedback and Research.menunjukkan bahwa hasil akhir dari perhitungan jawaban skor System Usability Testing (SUS) layanan informasi Digital Signage sebesar 81,25. Berdasarkan nilai ini, penulis dapat mengetahui ketentuan System Usability Scale (SUS) menunjukkan layanan informasi Digital Signage ini dinyatakan excellent, dengan demikian layanan informasi Digital Signage dapat digunakan dengan mudah oleh pengguna di Fakultas Teknologi Industri.disimpulkan bahwa layanan informasi Digital Signage mudah dalam pengoperasiannya. Hal ini dikarenakan hasil dari Skenario setiap pengguna tidak mengalami kendala selama pengujian, dan layanan ini dapat diterima oleh pengguna dengan baik. Hasil dari kuesioner System Usability Scale (SUS) menunjukkan nilai sebesar 81,25, yang berarti tingkat penerimaan sangat baik (excellent).
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- 2023
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4. HOW GOOD UX DESIGN ENHANCES THE VALUE OF QUALITY PRODUCTS: AN EXPERIENCE REPORT ON APPLYING INTEGRATED UX LEAN IN SCRUM.
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Valente Moreira, Sydhia Mara, Araújo Bonifácio, Bruno, Pedrozo de Araújo, Rafael, Pará Neto, Juarez, and Soares, Thiago
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USER experience ,SCRUM (Computer software development) ,CUSTOMER satisfaction ,HUMAN-computer interaction ,SOFTWARE engineering - Abstract
The software development process is an intrinsically human-focused activity, in which User Experience (UX) plays a fundamental role in the success and adoption of new software technologies. For this reason, several companies have been integrating UX design principles into process software development. However, adoption in practice creates essential challenges that influence successful project deliverables. This paper shares our experience integrating UX strategies into Scrum, using Lean UX. The adapted process improved requirement understanding, quality, and user satisfaction. This hybrid method was used in a real-world case study, and experimental evaluation showed increased team performance and customer satisfaction. However, the hybrid method led to higher discovered defects, re-works, and project duration compared to teams using only Scrum. [ABSTRACT FROM AUTHOR]
- Published
- 2023
5. Methodology Design of the Correlation Between EEG Signals and Brain Regions Mapping in Panic Attacks
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Calderón-Reyes, Julia Elizabeth, Álvarez-Rodríguez, Francisco Javier, Barba-González, María Lorena, Cardona-Reyes, Héctor, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Kurosu, Masaaki, editor, Yamamoto, Sakae, editor, Mori, Hirohiko, editor, Schmorrow, Dylan D., editor, Fidopiastis, Cali M., editor, Streitz, Norbert A., editor, and Konomi, Shin'ichi, editor
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- 2022
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6. SeatPlus: A Smart Health Chair Supporting Active Sitting Posture Correction
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Shen, Zuyu, Wan, Xi, Jin, Yucheng, Gao, Ge, Wang, Qianying, Liu, Wei, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Soares, Marcelo M., editor, Rosenzweig, Elizabeth, editor, and Marcus, Aaron, editor
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- 2021
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7. Lean UX: A Systematic Literature Review
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Aarlien, David, Colomo-Palacios, Ricardo, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Gervasi, Osvaldo, editor, Murgante, Beniamino, editor, Misra, Sanjay, editor, Garau, Chiara, editor, Blečić, Ivan, editor, Taniar, David, editor, Apduhan, Bernady O., editor, Rocha, Ana Maria A. C., editor, Tarantino, Eufemia, editor, Torre, Carmelo Maria, editor, and Karaca, Yeliz, editor
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- 2020
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8. Bringing It Together: Three Approaches to Combine Agile Software Development and Human-Centered Design
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Minge, Michael, Föhl, Antonia, Kacprzyk, Janusz, Series Editor, Pal, Nikhil R., Advisory Editor, Bello Perez, Rafael, Advisory Editor, Corchado, Emilio S., Advisory Editor, Hagras, Hani, Advisory Editor, Kóczy, László T., Advisory Editor, Kreinovich, Vladik, Advisory Editor, Lin, Chin-Teng, Advisory Editor, Lu, Jie, Advisory Editor, Melin, Patricia, Advisory Editor, Nedjah, Nadia, Advisory Editor, Nguyen, Ngoc Thanh, Advisory Editor, Wang, Jun, Advisory Editor, Ahram, Tareq, editor, Karwowski, Waldemar, editor, and Taiar, Redha, editor
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- 2019
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9. Mit Opti4Apps Nutzerfeedback zur Optimierung der Qualität mobiler Applikationen in agilen Entwicklungsprozessen bereitstellen : Eine Methode, um auf Basis echter Nutzerdaten die wahrgenommene Softwarequalität für mobile Applikationen in agilen Softwareentwicklungsprozessen fokussiert zu steuern
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Bauer, Michael, Immich, Thomas, Karn, Britta, Meixner, Gerrit, Stich, Volker, editor, Schumann, Jan Hendrik, editor, Beverungen, Daniel, editor, Gudergan, Gerhard, editor, and Jussen, Philipp, editor
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- 2019
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10. An Approach for Incorporating Community-Engaged Learning in Intensive Online Classes: Sustainability and Lean User Experience.
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Batova, Tatiana
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ONLINE education , *USER experience , *VIRTUAL communities , *SUSTAINABILITY , *SERVICE learning , *CURRICULUM - Abstract
Based on two user experience (UX) classes, this article describes an approach for incorporating community-engaged learning into intensive online classes. This approach relies on (1) sustainability for creating a flexible and meaningful thematic context with potential for an existing community engagement infrastructure and (2) the lean UX framework for serving as a foundation of the course structure. This approach showed promising results for students, community stakeholders, and faculty and is transferrable to various institutional contexts. [ABSTRACT FROM AUTHOR]
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- 2021
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11. Introducing ‘Human-Centered Agile Workflow’ (HCAW) – An Agile Conception and Development Process Model
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Glomann, Leonhard, Kacprzyk, Janusz, Series editor, Pal, Nikhil R., Advisory editor, Bello Perez, Rafael, Advisory editor, Corchado, Emilio S., Advisory editor, Hagras, Hani, Advisory editor, Kóczy, László T., Advisory editor, Kreinovich, Vladik, Advisory editor, Lin, Chin-Teng, Advisory editor, Lu, Jie, Advisory editor, Melin, Patricia, Advisory editor, Nedjah, Nadia, Advisory editor, Nguyen, Ngoc Thanh, Advisory editor, Wang, Jun, Advisory editor, Ahram, Tareq, editor, and Falcão, Christianne, editor
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- 2018
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12. The UX Metrics Table: A Missing Artifact
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Wallach, Dieter, Conrad, Jan, Steimle, Toni, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Marcus, Aaron, editor, and Wang, Wentao, editor
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- 2017
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13. Building a Team to Champion User-Centered Design Within an Agile Process
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Ibragimova, Eleonora, Verboom, Leanda, Mueller, Nick, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Marcus, Aaron, editor, and Wang, Wentao, editor
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- 2017
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14. A Lean UX Process Model for Virtual Reality Environments Considering ADHD in Pupils at Elementary School in COVID-19 Contingency
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Héctor Cardona-Reyes, Jaime Muñoz-Arteaga, Klinge Villalba-Condori, and María Lorena Barba-González
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lean UX ,user experience ,virtual environments ,ADHD ,Chemical technology ,TP1-1185 - Abstract
Today, the world is experiencing the COVID-19 health contingency, which prevents people from being exposed to one another and restricts physical contact. Under this context, the use of technology has become an essential tool to face the challenges of daily life, and virtual reality can be an alternative in the development of solutions that effectively support the acquisition of learning skills and knowledge transmission through the execution of tasks designed by multi-disciplinary groups. In addition, it can encourage the user to continue with the acquisition of learning skills in a friendly and fun way in a health and education context. This work proposes the use of virtual reality environments as an alternative to support the learning process in children with special educational needs such as Attention Deficit Hyperactivity Disorder (ADHD) and other associated disorders that occur in basic education. These proposed reality environments are designed under the Lean UX process model and their contents are designed according to expert therapeutic guidelines. As a result of this proposal, a case study is presented in which the user experience is evaluated through the use of an interactive environment to support the special educational needs of elementary school children attending an educational institution in Mexico.
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- 2021
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15. Lean UX: Applied PSSUQ to Evaluate Less-ON UI/UX Analysis and Design
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Malik, Rio Andika and Frimadani, Marta Riri
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Less-ON ,UI/UX ,Lean UX ,Prototype ,PSSUQ - Abstract
Indonesian start-up growth continues to show upward growth. Behind the upward movement of change are success statistics that develop contradictions. According to start-up statistics, about 90% of start-ups fail. Up to 75% of unicorn start-ups believe his excellent UI/UX design can boost start-up valuations and additional investment capital. Less-On is a tutoring provider that acts as an intermediary between teachers and students. This research is done by integrating the process of Lean UX methodology into each process present in each phase of software development. The results obtained from this research are final prototypes that have been validated in terms of criticism and suggestions through questionnaires in the form of lessons on start-up branding. The positive user experience and excellent usability will help further the development of the tutor booking application prototype. This plays an important role in the acceptance, satisfaction and efficiency of using this Less-ON application. The user interface has excellent usability for users tested using the PSSUQ, with an overall average score of 2.136, indicating system usability, information quality, interface quality, and overall Satisfaction-based demonstrates that the system is highly acceptable.
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- 2023
16. Understanding Emerging Markets by Applying Lean UX
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Chan, Stephanie, Chen, Gloria, Fu, Limin, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Kobsa, Alfred, editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Weikum, Gerhard, editor, and Rau, P. L. Patrick, editor
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- 2014
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17. Tutkimuksen ja suunnittelun välinen kuilu aloittelevan suunnittelijan työssä
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Ketola, Viljami, Informaatioteknologian ja viestinnän tiedekunta - Faculty of Information Technology and Communication Sciences, and Tampere University
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suunnitteluprosessi ,muotoiluajattelu ,suunnittelu ,käyttäjälähtöisyys ,HCD ,Master's Programme in Human-Technology Interaction ,Lean UX ,ihmiskeskeinen suunnittelu ,tuotekehitys ,käyttäjäkokemus ,Goal Directed Design ,käyttäjätutkimus ,käyttäjäkeskeinen suunnittelu - Abstract
Järjestelmien käyttäjäkokemuksen kehittämistä varten on kehitetty Ihmiskeskeisen suunnittelun viitekehys, jonka käyttämisen suunnittelussa on todettu parantavan vuorovaikutteisten järjestelmien laatua monella tavalla. Ihmiskeskeiseksi suunnitteluksi lukeutuvia suunnitteluprosesseja on kuitenkin vuosien saatossa kehitetty useita erilaisia. Yksistään ihmiskeskeisen suunnittelun viitekehys ei ole pystynyt ratkaisemaan ongelmia, jotka aiheuttavat tuotekehitysprojektien epäonnistumisen käyttäjien tarpeiden mukaisen lopputuotteen kehittämisessä. Yksi ilmiö, joka voi johtaa tuotekehitysprojektin epäonnistumiseen on käyttäjätutkimuksen ja suunnittelun välinen kuilu. Tällä tarkoitetaan tilannetta, jossa suunnitteluprosessissa tarkoituksenmukaisen käyttäjätutkimuksen avulla saatua tietoa käyttäjistä ei käytetäkään syystä tai toisesta suunnittelussa. Näin lopullinen suunnittelutuote ei välttämättä vastaakaan käyttäjien tarpeisiin. Tämän pro gradu -tutkielman tavoitteena on keskittyä selvittämään minkälaisia ongelmia aloitteleva suunnittelija kohtaa työssään ja miten kohdatut ongelmat voivat ilmentää tutkimuksen ja suunnittelun välistä kuilua. Tutkimuksen aluksi selvitettiin erään epäonnistuneen projektin reflektion ja analyysin avulla, miten kuilu havaittiin kyseisessä projektissa. Tästä syntyi yhdeksän kappaletta aloittelevan suunnittelijan sudenkuoppia. Näitä havaittuja sudenkuoppia etsittiin laajemmasta aineistosta, joka koostui Tampereen yliopiston Human-Centered Product Development -kurssin kahdeksan opiskelijaryhmän kurssitöistä. Tutkimuksen tulokset osoittavat, että aloittelevien suunnittelijoiden työssä suuri osa ongelmista liittyy suunnitteluprosessin menetelmien käyttämiseen. Tutkielmassa esitellään neljä teemaa, jotka aloittelevalla suunnittelijalla voivat johtaa kuilun syntymiseen: 1) Menetelmien rakentuminen edellisten vaiheiden tulosten varaan, 2) Puutteellinen osaaminen, 3) Työntekijästä riippumattomat ongelmat ja 4) Suunnitteluratkaisun onnistumisen puutteellinen mittaaminen. Tutkimuksen tulosten perusteella aloittelevalle suunnittelijalle ehdotetaan suosituksia siitä, minkälaisiin asioihin kannattaa uran alkutaipaleella panostaa. Tuloksia voidaan käyttää myös suunnitteluprojektien tai projektikurssien suunnitteluun.
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- 2023
18. Perancangan Aplikasi E-Commerce FDW Store Menggunakan Metode Lean UX
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Wijaya, Felik Darmawan and Pakereng, Magdalena A. Ineke
- Subjects
UI/UX ,Lean UX ,FDW Store ,E-Commerce - Abstract
FDW Store merupakan toko online yang menjual jasa untuk memenuhi kebutuhan game dan hidup pengguna. FDW Store menjual pelayanan jasa seperti Pulsa semua operator, Top Up Game Online, PPOB. Permasalahan yang terjadi pada pemilik usaha FDW Store adalah belum memiliki rancangan tampilan aplikasi FDW Store yang layak dan telah diuji apabila ingin dibangun menjadi sebuah aplikasi yang siap digunakan. Berdasarkan masalah tersebut maka solusinya yaitu perancangan UI/UX Aplikasi E-Commerce FDW Store berbasis mobile menggunakan metode Lean UX karena metode ini memiliki kelebihan pada tingkat keberhasilan yang cepat dan juga berfokus pada pemahaman terhadap pengalaman produk yang akan dibuat. Penelitian ini menghasilkan rancangan User Interface (UI) dan User Experience (UX) aplikasi E-Commerce FDW Store yang bermanfaat sebagai referensi pemilik usaha dalam membangun sebuah aplikasi. FDW Store is an online store that sells services to meet the needs of users' games and lives. FDW Store sells services such as credit for all operators, Online Game Top Up, PPOB. The problem that occurs in FDW Store business owners is that they do not have a proper FDW Store application display design and have been tested if they want to be built into an application that is ready to use. Based on these problems, the solution is to design the UI/UX of the mobile-based FDW Store E-Commerce Application using the Lean UX method because this method has the advantage of a fast success rate and also focuses on understanding the experience of the product to be made. This study resulted in the design of the User Interface (UI) and User Experience (UX) for the FDW Store E-Commerce application which is useful as a reference for business owners in building an application.
- Published
- 2022
19. Lean UX Research: a framework for constructive design research
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Ferreira, Vinícius Afonso Raimundo and Zaina, Luciana Aparecida Martinez
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CIENCIA DA COMPUTACAO::METODOLOGIA E TECNICAS DA COMPUTACAO [CIENCIAS EXATAS E DA TERRA] ,Research process ,Pesquisa em design construtivo ,Lean UX ,Processo de pesquisa ,Constructive design research - Abstract
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) Constructive Design Research (CDR) aims to produce design knowledge through experimentation and debate within the academic community about the process of designing and evaluating an artifact. However, many studies in this area neglect important details when reporting the methodology and procedures used, as well as the context and justifications for the decisions made in both design and evaluation, negatively affecting the contribution of these studies in a theoretical and practical sense. This neglect is due to the lack of structure, clarity, and objectivity of the documentation. In this context, this Ph.D. thesis proposes a framework called Lean UX Research, composed of a process model associated with a set of guidelines that help the production of scientific knowledge through more focused design research with an artifact and a more concise and structured CDR. This framework extends the Lean UX methodology, an iterative process of creating, validating, and reflecting on prototypes to find a solution to complex problems based on agile methods. Thus, the model and guidelines allow researchers to situate themselves in the CDR, selecting the most appropriate methods and tools at each stage. The formalization of this framework involved a broad literature review of design processes and design research, and agile methods applied in design and documentation to be grounded in the theory and state of the art of existing practices. To evaluate the framework, an inspection by experts was carried out, which resulted in its refinement, establishing a methodological framework that supports design and research equally, while avoiding unnecessary documentation. Thus, as a product of better documentation of the design research process, it is possible to build and refine theories, methods, and tools. Furthermore, the adoption of research programs in this framework will allow research to progress in a more linear way, consolidating Design as a discipline and a research practice. A Pesquisa em Design Construtivo (PDC) tem por objetivo produzir conhecimento em design por meio da experimentação e do debate da comunidade acadêmica sobre o processo de design e avaliação de um artefato. No entanto, verifica-se que muitos estudos nessa área negligenciam detalhes importantes ao reportar a metodologia e os procedimentos utilizados, bem como o contexto e as justificativas para as decisões tomadas tanto no design quanto na avaliação, afetando negativamente a contribuição desses estudos em um sentido teórico e prático. Essa negligência se dá pela falta de estruturação, clareza e objetividade da documentação. Nesse contexto, esta Tese propõe um framework chamado Lean UX Research, composto por um modelo de processo associado a um conjunto de guidelines que auxiliam a geração de conhecimento científico por meio de uma pesquisa em design mais focada com um artefato e uma documentação mais concisa e estruturada da PDC. Esse framework estende a metodologia Lean UX, um processo iterativo de criação, validação e reflexão de protótipos para encontrar uma solução para problemas complexos se apoiando em métodos ágeis. O modelo e as guidelines propostos permitem ao pesquisador se situar na PDC, selecionando os métodos e as ferramentas mais adequados em cada etapa. A construção desse framework envolveu uma ampla revisão literatura acerca de processos de design e de pesquisa em design, e métodos ágeis aplicados no design e na documentação para se fundamentar teoricamente e no estado da arte das práticas existentes. Para avaliar o framework foi realizada uma inspeção por especialistas que resultou no seu refinamento, estabelecendo uma estrutura metodológica que apoia o design e a pesquisa igualmente, enquanto se evita a documentação desnecessária. Dessa forma, como produto de uma melhor documentação do processo de pesquisa em design é possível construir e refinar teorias, métodos e ferramentas. Além disso, a adoção de programas de pesquisa nesse framework permitirá o progresso das pesquisas de uma forma mais linear, fortalecendo Design como um disciplina e uma prática de pesquisa.
- Published
- 2022
20. Heading for a FALL: A Framework for Agile Living Lab Projects.
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Coenen, Tanguy and Robijt, Sarie
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AGILE software development ,END-user computing ,CROWDSOURCING - Abstract
Living lab methodologies need to enhance reactivity to changing requirements as these appear in a project. Agile methods allow for quick reactivity, but have been critiqued for not sufficiently taking into account the end-user perspective. In this article, we describe how to blend living lab methodologies with agile methods and, to this end, we present a Framework for Agile Living Lab projects (FALL). To make the framework actionable, we propose a number of actor roles. With concrete examples from living lab practice and a discussion of the theoretical basis, this article is relevant to both academics and practitioners. [ABSTRACT FROM AUTHOR]
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- 2017
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21. Adopsi Metode Lean UX Untuk Perancangan Pengalaman Pengguna Aplikasi Startup Safir
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Kurniawan, Naufal Alfiansyah and Suranto, Beni
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lean ux ,ux for lean startup ,user experience ,user interface - Abstract
Safir merupakan sebuah sistem informasi pengelolaan haji dan umroh yang memiliki tujuan memudahkan agen/biro haji dalam mengelola data. Agen/biro haji sering kesusahan dalam mengelola data jamaah haji yang sangat banyak sehingga ada data yang tidak tercatat dengan tepat dan akurat. Kesalahan tersebut bisa membuat nama baik agen/biro menjadi jelek dan tidak ada calon jamaah haji yang ingin menggunakan jasa agen/biro tersebut. Safir diharapkan bisa meningkatkan kualitas dari agen/biro haji yang menggunakan sistem ini dan membantu pekerjaan agen/biro haji semaksimal mungkin. Metodologi yang digunakan adalah Lean UX dalam pembuatan user interface dan user experience. Lean UX menggabungkan dua metode sekaligus yaitu design thinking dan agile.
- Published
- 2021
22. Barriers present in Living Labs: Lessons learned from ICT Living Labs in Flanders.
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Robijt, Sarie, Veeckman, Carina, and Schuurman, Dimitri
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OPEN innovation ,DIFFUSION of innovations ,INFORMATION & communication technologies ,TECHNOLOGICAL innovations management ,BUSINESS models - Abstract
This research provides insights into stumbling blocks when establishing a living lab. We start by shedding light on the phenomenon through a literature review on barriers in innovation management and living lab literature more specifically. Next, we present an exploratory framework with barriers found within four different ICT living labs in Flanders. Combining expert interviews with document analysis of generated outcomes, we identify barriers present in living labs and take a closer look at difficulties that arise when working with diverse stakeholders in the design, execution and delivery phase. By shedding light on these hurdles, we wish to counterbalance the overtly positive viewpoints proclaimed in the current living labs literature. Our insights serve scholars and industrials that wish to anticipate those issues and increase the success of living labs or other open innovation initiatives. More concretely we advise practitioners to carefully consider the living lab partners, goals and thematic focus, and integrate Lean UX or SCRUM principles into living lab project modeling. [ABSTRACT FROM AUTHOR]
- Published
- 2014
23. Mingle - A Framework for Project Management in User Experience Design
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Stenstadvold, Helene Sofie Borthen
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lean ux ,agile development ,Project management ,agile ,interaction design ,ux - Abstract
Masteroppgave i medie- og interaksjonsdesign MIX350 MASV-MIX
- Published
- 2021
24. Agile human centered methodologies to develop educational software.
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González-González, Carina S., Toledo-Delgado, Pedro, and Muñoz-Cruz, Vanesa
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DIGITAL resources in education , *COMPUTER software development , *PROTOTYPES , *AGILE software development , *USER-centered system design - Abstract
This paper presents a methodological proposal that is based on powerful current approaches to the software development process: agile methodologies (SCRUM, Lean UX), user-centered design (UCD) and user experience design (UXD). Specifically, we have adapted some of the characteristics of the agile methodologies, which have allowed us to produce useful prototypes that are focused on the users while receiving constant feedback from them. The main goal of the proposed methodology is to identify usability problems and UX factors in the early stages of educational software development. Furthermore, we have also applied and validated the proposal during the framework development of an educational software project for users with special educational needs. A specific case taking into account key usability issues to support students with special education needs (SEN) is presented. In conclusion, we state that the proposed methodology could be a good design process philosophy to follow in the development of software projects in general, and in educational projects in particular. [ABSTRACT FROM AUTHOR]
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- 2015
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25. Applying Lean Startup: An Experience Report -- Lean & Lean UX by a UX Veteran: Lessons Learned in Creating & Launching a Complex Consumer App.
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May, Beverly
- Abstract
This paper outlines lessons learned from a senior UX, product and software development consultant's experiences in conceiving, designing, developing and launching MiniDates.com, a complex consumer dating application. Key decisions and moments over our 15 month process are highlighted, including what we worked and what didn't, what we should have done that we didn't, and what we encountered that we couldn't have foreseen, in the belief that we can help other UX and product-focused startups and Agile teams be more effective. Key lessons include: 1. Beware fads and advice from others; 2. Optimize your team and the development process as much as possible; 3. Beware of seemingly innocent technological and architecture decisions; 4. Ensure UX planning, design and customer validation are up-front in your process; 5. TEST, TEST and TEST some more- at all levels of the business and at all stages, not just the software itself. [ABSTRACT FROM PUBLISHER]
- Published
- 2012
- Full Text
- View/download PDF
26. A lean UX approach for the engineering user interfaces in the Square Kilometre Array project
- Author
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Valentina Alberti and Giorgio Brajnik
- Subjects
Point (typography) ,business.industry ,Process (engineering) ,Computer science ,Usability ,Radio-telescopes ,Plan (drawing) ,Agile Software Development ,Human-Computer Interaction ,Engineering management ,Lean UX ,Square Kilometre Array ,User Experience ,User Interfaces ,Software ,User experience design ,User interface ,business ,Agile software development - Abstract
Development of engineering user interfaces for a radiotelescope can greatly benefit from a Lean UX approach. In this paper we analyse the situation for the SKA project, a very large endeavour that involves dozens of agile teams, hundreds of developers and many more stakeholders, for a system whose lifespan will be several decades. The paper describes how we are establishing a Lean UX process appropriate for the current stage of the SKA project. We outline the four major challenges that need to be overcome, and that constitute our starting point for defining the overall goals characterizing the desirable process. On this basis, we present the adoption plan. The Lean UX process we envision is suitable for developing software for a very complex social and technical collaboration such as SKA where software is being developed with a quite sophisticated agile framework. Similar decisions are likely to be made on many large scientific projects that are developed with agile methods.
- Published
- 2020
27. Lean UX Startup – from idea to lo-fi product in 3 hours
- Author
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Olofsson, Kristin
- Subjects
Startup methods ,Lean UX ,Light prototyping ,User Experience methods - Abstract
This workshop will lead you in the process of going from zero, to an idea, to a lo-fi prototype in three hours, using a Lean UX startup framework in a fun and easy way. The overall aim of the workshop is to explore a method that helps you embrace that process in a very short time. We will cover things like ideation, making a proto-persona, exploring user values, feature prioritizing, quick decision-making technique. Intermixed, you will also learn some Lean UX concepts and methods. It's a very hands-on workshop where everyone will work independently with their own cases, lead step by step by the workshop leader. The audience is typical developers, product owners, designers and people working with Institutional repositories or other systems in general. No laptop or coding skills are required. The attendees are expected to participate actively. The workshop is for everyone that wants to learn a method that helps them with ideation, prioritization, "package a service" and turning an idea into a testable concept. In short – create products that users want!
- Published
- 2019
- Full Text
- View/download PDF
28. Improving the Usability of a Q&A Platform : A design process based on the principles of Lean UX – adapted to a given start-up environment
- Author
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Müller, Stefanie and Müller, Stefanie
- Abstract
This Bachelor thesis is about digital tools for event organisers. The platforms offered by companies serve as digital backchannels that among other things facilitate interactions between audience and stage, for example during live Q&A sessions. This work focuses on the tasks and challenges of moderators on site and aims to develop a system that will optimise their workflows. Therefore, a tool is developed that allows moderators to conduct a Q&A session independently without having to rely on the assistance of an event organiser operating a desktop based platform simultaneously. The analysis addresses the moderator's role and tasks. It turns out that the functions of the platform relevant to the moderator can be combined in a mobile interface that is linked to it. Using a semi- structured expert interview, the feedback from clients of the start-up "Happenn" is gathered, which use the already existing platform of the company. Their platform "Happenn Live" serves as case study for this thesis. On the basis of the findings of the methods adapted to Lean UX, a solution approach in the form of a redesign of the platform and a corresponding mobile application for moderators is conceptualised. The structure and visual design of the platform follows the general design standards for desktop- and mobile-based interfaces. In this way, an improved usability can be achieved by making the platform more user-friendly for the user.
- Published
- 2019
29. Stimulating children’s engagement with an educational serious videogame using Lean UX co-design
- Author
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Javier M. Moguerza, Victor M. Palma-Morales, Maria C. Ramos-Vega, and Diana Pérez-Marín
- Subjects
Co-design ,Serious games ,Process (engineering) ,Videogame ,media_common.quotation_subject ,Applied psychology ,02 engineering and technology ,Perception ,0202 electrical engineering, electronic engineering, information engineering ,Natural (music) ,0501 psychology and cognitive sciences ,Lean UX ,Product (category theory) ,Primary education ,050107 human factors ,media_common ,05 social sciences ,020207 software engineering ,Gamification ,Human-Computer Interaction ,Learning engagement ,Feeling ,Psychology ,Software - Abstract
The motivation to stimulate children’s learning engagement could be found in the fact that learning is not always motivational in itself. This is particularly true when learning is obligatory and based upon material that has not been chosen by the children themselves. A Lean UX approach to the co-design of an educational serious videogame (MOBI) is proposed in this paper. The core idea is that children's natural interest in playing can be stimulated by engendering the feeling that they are participating in the creation of something. The hypothesis is that this approach can increase the children's level of engagement and can facilitate their awareness of their learning perception. With the aim of testing this hypothesis, this paper describes an experience with 50 children with ages between 10 and 12 years old. The results indicate that the children’s satisfaction grew significantly during the process, with an important reduction in the requests for changes and that 60% had the perception of having learned. It can be concluded that the co-design based upon a Lean UX methodology, of a children’s educational serious videogame increases their level of product engagement and facilitates their awareness of their learning perception.
- Published
- 2021
30. Marco de trabajo para el despliegue de soluciones como servicio utilizando lo esencial de gestión Lean, Kanban, diseño centrado en el usuario y ReactJs
- Author
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Clerici, Diego, Bazán, Patricia Alejandra, and Estévez, Elsa Clara
- Subjects
Producto Mínimo viable ,Lean Startup ,Diseño centrado en el usuario ,Metodologías ágiles ,Ciencias Informáticas ,Lean ,Lean UX ,Marco de trabajo ,Kanban ,ReactJs - Abstract
Desarrollo de un marco de trabajo ágil que se basa tanto en la integración de conceptos relacionados tanto a la tecnología informática, como a los conceptos y metodologías para la gestión de proyectos, aplicados a las empresas que ofrecen servicios por internet. Mejora la productividad, velocidad y eficiencia de los equipos, generando valor, reduciendo tiempo y costos., Facultad de Informática
- Published
- 2019
31. A Lean UX Process Model for Virtual Reality Environments Considering ADHD in Pupils at Elementary School in COVID-19 Contingency.
- Author
-
Cardona-Reyes, Héctor, Muñoz-Arteaga, Jaime, Villalba-Condori, Klinge, and Barba-González, María Lorena
- Subjects
- *
CHILDREN with disabilities , *COVID-19 , *SCHOOL children , *ATTENTION-deficit hyperactivity disorder , *USER experience , *LEAN management , *VIRTUAL reality - Abstract
Today, the world is experiencing the COVID-19 health contingency, which prevents people from being exposed to one another and restricts physical contact. Under this context, the use of technology has become an essential tool to face the challenges of daily life, and virtual reality can be an alternative in the development of solutions that effectively support the acquisition of learning skills and knowledge transmission through the execution of tasks designed by multi-disciplinary groups. In addition, it can encourage the user to continue with the acquisition of learning skills in a friendly and fun way in a health and education context. This work proposes the use of virtual reality environments as an alternative to support the learning process in children with special educational needs such as Attention Deficit Hyperactivity Disorder (ADHD) and other associated disorders that occur in basic education. These proposed reality environments are designed under the Lean UX process model and their contents are designed according to expert therapeutic guidelines. As a result of this proposal, a case study is presented in which the user experience is evaluated through the use of an interactive environment to support the special educational needs of elementary school children attending an educational institution in Mexico. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
32. Stimulating children's engagement with an educational serious videogame using Lean UX co-design.
- Author
-
Ramos-Vega, Maria C., Palma-Morales, Victor M., Pérez-Marín, Diana, and M. Moguerza, Javier
- Abstract
• Lean UX Co-design improves children engagement and their learning perception. • Satisfaction is significantly higher when children co-design the videogame. • The number of changes is significantly lower when children co-design the videogame. • Children are aware of their learning with the videogame when they co-design it. • A Lean UX Co-design of a serious videogame with children is possible and beneficial. The motivation to stimulate children's learning engagement could be found in the fact that learning is not always motivational in itself. This is particularly true when learning is obligatory and based upon material that has not been chosen by the children themselves. A Lean UX approach to the co-design of an educational serious videogame (MOBI) is proposed in this paper. The core idea is that children's natural interest in playing can be stimulated by engendering the feeling that they are participating in the creation of something. The hypothesis is that this approach can increase the children's level of engagement and can facilitate their awareness of their learning perception. With the aim of testing this hypothesis, this paper describes an experience with 50 children with ages between 10 and 12 years old. The results indicate that the children's satisfaction grew significantly during the process, with an important reduction in the requests for changes and that 60% had the perception of having learned. It can be concluded that the co-design based upon a Lean UX methodology, of a children's educational serious videogame increases their level of product engagement and facilitates their awareness of their learning perception. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
33. Continuous improvement and validation with customer touchpoint model in software development
- Author
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Sauvola, T. (Tanja), Kelanti, M. (Markus), Hyysalo, J. (Jarkko), Kuvaja, P. (Pasi), Liukkunen, K. (Kari), Sauvola, T. (Tanja), Kelanti, M. (Markus), Hyysalo, J. (Jarkko), Kuvaja, P. (Pasi), and Liukkunen, K. (Kari)
- Abstract
Experimental-driven software development approach has gained momentum as a way to incrementally build and validate customer value. In-depth understanding of customer needs and reasons behind constantly changing requirements are essential for building successful software products. However, identifying, validating and reacting to these changes is often difficult and requires short iteration cycles and feedback from customers. This paper reports a 12-month case study conducted in an agile software team following a practical customer touchpoint (CTP) model for continuous improvement and validation. The objective of the study was to implement CTP into software team practices in order to determine what kind of effect it has on the development of a web application. The contribution of this paper is twofold. First, an in-depth case study is presented that identifies the practices a CTP model should adopt when implemented in the software development process. The CTP model is then extended based on the identified recommendations. Second, the benefits and challenges of the extended CTP in software development are presented. The main benefits relate to learning, decision-making, innovation, co-creation and communication. The model had a positive impact on the software development process, but some challenges, such as stakeholder availability and customer value measurement, were identified.
- Published
- 2018
34. Continuous UX - 'Lean' und 'Large' unter einem Dach
- Author
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Immich, Thomas
- Subjects
Agile ,Design Systeme ,Lean UX ,MVP ,User Stories - Abstract
Lean UX ist inzwischen ein populärer Begriff in der gesamten UX Community. Bei allem Charme, den ein schlankes Vorgehen versprüht, bleibt allerdings die Frage offen: wie skaliert man „lean“ zu „large“? Wie kann aus mehreren unverbundenen MVPs ein kohärentes, tragfähiges System oder gar eine modulare UI Plattform erwachsen? Das praxis-erprobte UX Management Framework „Continuous UX“ soll auf diese komplexe Fragestellung eine (schlanke) Antwort geben und wird im Rahmen des Beitrags anhand konkreter Projektbeispiele beleuchtet. Erfahrene UX Designer und UX Manager bekommen so jede Menge Tipps zur Optimierung von agilen, UX-lastigen Entwicklungsprozessen an die Hand, die Sie in ihren Projektalltag direkt nutzbringend integrieren können.
- Published
- 2018
- Full Text
- View/download PDF
35. Kunskapsöverföring i designsamarbeten : Ett aktionsforskningsprojekt om kunskapsöverföringen mellan en UX-designbyrå och en startup som använder Lean UX
- Author
-
Linder, Johan and Linder, Johan
- Abstract
Denna studie har undersökt hur kunskapsöverföringen i ett samarbete mellan en UX- designbyrå och en startup som använder Lean UX som ansats kan utformas utan att använda en omfattande dokumentation. För att göra detta har en kvalitativt fallstudie i formen av ett aktionsforskningsprojekt genomförts. Författaren till studien tog rollen som UX-designer hos en UX- och tjänstedesignbyrå där denne genomförde ett designuppdrag åt en startup inom social innovation under tio veckor. Inom denna kontext planerades och genomfördes en kunskapsöverföring som strukturerades kring löpande avstämningar där UX-designern och produktägaren tillsammans kunde diskutera och reflektera kring den design som tagits fram. Utöver dessa togs även visualiseringar av kunskaps fram i form av en interaktiv prototyp, fem stycken screencasts och viss textuell stöddokumentation fram. Utifrån detta har sju stycken lärdomar kunnat identifierats som reflekterar över kunskapsöverföringens och dess beståndsdelars kvalitet, vad som fungerade bra och vad som bättre skulle kunna stödja kunskapsöverföringen. Lärdomarna som har producerats i denna studie bör användas som ett inspiration och som ett diskussionsunderlag för hur kunskapsöverföringen kan gå till i denna typ av samarbete., In this study the knowledge transfers between a UX design studio and a start up that utilizes Lean UX have been investigated to understand how it can be developed without the use of extensive documentation. To do this a case study have been performed as a action research project. The author took the role as a UX designer at a UX and Service design agency and performed a design project for a social innovation start up during 10 weeks. Within this context the knowledge transfers of design knowledge from the process where planned and executed. It was structured through ongoing reconciliations between the product owner and the UX designer in which they could discuss and reflect on the developed design. In addition to these visualizations of the knowledge where developed in the form a an interactive prototype, 5 screencasts and supporting textual documentation. Based on this 7 lessons learned could be identified that reflects on the knowledge transfer and the quality of its components, stating what worked well and what didn’t. The lessons learned that where identified through this study should be used as inspiration and to facilitate a discussion on how the knowledge transfer could be conducted within this kind of collaboration.
- Published
- 2017
36. Interaktionsdesign för SVT-Nyheter : Design av en nyhetsapplikation
- Author
-
Nyberg, Hampus
- Subjects
usability ,lean UX ,Interaction design ,news application ,UX ,experience design ,Media and Communication Technology ,Medieteknik - Abstract
The aim of this report is to convey the parts of the process of interaction design for a re-design of a news application. I have been part of the team assembled by SVT-interactive with the goal to create a new Android and iOS application due to a perceived sub-par experience on their current applications. This report will elaborate on the user studies and theories that has been undertaken in order to achieve a usable experience for the applications users. The goals and attributes of the project has been set by the development group themselves in collaboration and with regards to the stakeholders, both internal at SVT and external.
- Published
- 2016
37. Agile human centered methodologies to develop educational software
- Author
-
González González, Carina Soledad, Toledo Delgado, Pedro Antonio, Muñoz Cruz, Vanesa, González González, Carina Soledad, Toledo Delgado, Pedro Antonio, and Muñoz Cruz, Vanesa
- Abstract
This paper presents a methodological proposal that is based on powerful current approaches to the software development process: agile methodologies (SCRUM, Lean UX), user-centered design (UCD) and user experience design (UXD). Specifically, we have adapted some of the characteristics of the agile methodologies, which have allowed us to produce useful prototypes that are focused on the users while receiving constant feedback from them. The main goal of the proposed methodology is to identify usability problems and UX factors in the early stages of educational software development. Furthermore, we have also applied and validated the proposal during the framework development of an educational software project for users with special educational needs. A specific case taking into account key usability issues to support students with special education needs (SEN) is presented. In conclusion, we state that the proposed methodology could be a good design process philosophy to follow in the development of software projects in general, and in educational projects in particular., Este artículo presenta una propuesta metodológica basada en los enfoques actuales del proceso de desarrollo de software: las metodologías ágiles (SCRUM), centradas en el usuario (UCD) y el diseño de experiencia de usuario (UXDy Lean UX). Así, hemos adaptado algunas de las características de las metodologías ágiles que nos han permitido producir prototipos centrados en los usuarios con retroalimentación constante de ellos. El objetivo principal de esta propuesta es identificar problemas de usabilidad y factores UX en las primeras etapas de desarrollo de software educativo. Además, hemos aplicado y validado esta propuesta en el marco de un proyecto de software educativo para los usuarios con necesidades educativas especiales. La metodología propuesta puede ser una buena filosofía de diseño a seguir en los proyectos de desarrollo de software en general, y en proyectos educativos en particular.
- Published
- 2015
38. Lean Ux
- Author
-
Harrati, Soukaina, thesis supervisor: Ciancarini, Paolo, Harrati, Soukaina, and thesis supervisor: Ciancarini, Paolo
- Abstract
Il design Lean User Experience è un modo di pensare, una cultura e un processo che abbraccia tre principi: design thinking, metodologia Agile e Lean Startup. Lean UX fornisce un sistema a ciclo chiuso per la definizione e la misurazione del valore. Questo è un aspetto di importanza cruciale e aiuta a risolvere un problema con il quale ci si scontra ancora troppo spesso e che purtroppo contribuisce alla nascita di tanti prodotti non adatti al mercato. Poi spesso questi prodotti spariscono molto velocemente, con una grande perdita di energie, tempo e denaro.
39. Lean Ux
- Author
-
Harrati, Soukaina, thesis supervisor: Ciancarini, Paolo, Harrati, Soukaina, and thesis supervisor: Ciancarini, Paolo
- Abstract
Il design Lean User Experience è un modo di pensare, una cultura e un processo che abbraccia tre principi: design thinking, metodologia Agile e Lean Startup. Lean UX fornisce un sistema a ciclo chiuso per la definizione e la misurazione del valore. Questo è un aspetto di importanza cruciale e aiuta a risolvere un problema con il quale ci si scontra ancora troppo spesso e che purtroppo contribuisce alla nascita di tanti prodotti non adatti al mercato. Poi spesso questi prodotti spariscono molto velocemente, con una grande perdita di energie, tempo e denaro.
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