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User Interface Design and UX Design: 80+ Important Research Papers Covering Peer-Reviewed and Informal Studies

Charles Mauro CHFP

Important peer-reviewed and informally published recent research on user interface design and user experience (UX) design.

For the benefit of clients and colleagues we have culled a list of approximately 70 curated recent research publications dealing with user interface design, UX design and e-commerce optimization.

In our opinion these publications represent some of the best formal research thinking on UI and UX design. These papers are also among the most widely downloaded and cited formal research on UI / UX design. We have referenced many of these studies in our work at MauroNewMedia.

research paper on ui ux design

Pay walls: As you will note in reviewing the following links and abstracts, most of the serious research on UI / UX design and optimization is located behind pay walls controlled by major publishers. However, in the end, good data is well worth the investment. Many links and other cited references are, of course, free.

Important disclaimer: We do not receive any form of compensation for citing any of the following content. Either Charles L Mauro CHFP or Paul Thurman MBA has personally reviewed all papers and links in this list. Some of these references were utilized in the recent NYTECH UX talk given by Paul Thurman MBA titled: Critical New UX Design Optimization Research

In addition to historical research papers, we frequently receive requests from colleagues, clients and journalists for recommended reading lists on topics covering our expertise in UX design, usability research and human factors engineering. These requests prompted us to pull from our research library (yes, we still have real books) 30+ books which our professional staff felt should be considered primary conceptual literature for anyone well-read in the theory and practice of UX design and research. Please follow the for PulseUX’s compilation of the 30+ Best UX Design and Research Books of All Time

Title: The influence of hedonic and utilitarian motivations on user engagement: The case of online shopping experiences

Abstract User experience seeks to promote rich, engaging interactions between users and systems. In order for this experience to unfold, the user must be motivated to initiate an interaction with the technology. This study explored hedonic and utilitarian motivations in the context of user engagement with online shopping. Factor analysis was performed to identify a parsimonious set of factors from the Hedonic and Utilitarian Shopping Motivation Scale and the User Engagement Scale based on responses from 802 shoppers. Multiple linear regression was used to test hypotheses with hedonic and utilitarian motivations (Idea, Social, Adventure/Gratification, Value and Achievement Shopping) and attributes of user engagement (Aesthetics, Focused Attention, Perceived Usability, and Endurability). Results demonstrate the salience of Adventure/Gratification Shopping and Achievement Shopping Motivations to specific variables of user engagement in the e-commerce environment and provide considerations for the inclusion of different types of motivation into models of engaging user experiences. Abstract Copyright © 2010 Elsevier B.V. All rights reserved.

Title: New Support for Marketing Analytics

Abstract Consumer surveys and myriad other forms of research have long been the grist for marketing decisions at large companies. But many firms have been reluctant to embrace the high-tech approach to data gathering and number crunching that falls under the rubric of marketing analytics, which uses advanced techniques to transform the tracking of promotional efforts, customer preferences, and industry developments into sophisticated branding and advertising campaigns. Fueled in part by Tom Peters and Robert Waterman’s seminal 1982 book In Search of Excellence , which coined the phrase “paralysis through analysis,” skepticism about the approach remains widespread, even in the face of a number of positive research results over the years. This new study, involving Fortune 1000 companies, offers yet more ammunition for supporters of marketing analytics. Abstract Copyright © 2013 Booz & Company Inc. All rights reserved.

Title: Video game values: Human-computer interaction and games

Abstract Current human–computer interaction (HCI) research into video games rarely considers how they are different from other forms of software. This leads to research that, while useful concerning standard issues of interface design, does not address the nature of video games as games specifically. Unlike most software, video games are not made to support external, user-defined tasks, but instead define their own activities for players to engage in. We argue that video games contain systems of values which players perceive and adopt, and which shape the play of the game. A focus on video game values promotes a holistic view of video games as software, media, and as games specifically, which leads to a genuine video game HCI. Abstract Copyright © 2006 Elsevier B.V. All rights reserved.

Title: When fingers do the talking: a study of text messaging

Abstract SMS or text messaging is an area of growth in the communications field. The studies described below consisted of a questionnaire and a diary study. The questionnaire was designed to examine texting activities in 565 users of the mobile phone. The diary study was carried out by 24 subjects over a period of 2 weeks. The findings suggest that text messaging is being used by a wide range of people for all kinds of activities and that for some people it is the preferred means of communication. These studies should prove interesting for those examining the use and impact of SMS. Abstract Copyright © 2004 Elsevier B.V. All rights reserved.

Title: Understanding factors affecting trust in and satisfaction with mobile banking in Korea: A modified DeLone and McLean’s model perspective

Abstract As mobile technology has developed, mobile banking has become accepted as part of daily life. Although many studies have been conducted to assess users’ satisfaction with mobile applications, none has focused on the ways in which the three quality factors associated with mobile banking – system quality, information quality and interface design quality – affect consumers’ trust and satisfaction. Our proposed research model, based on DeLone and McLean’s model, assesses how these three external quality factors can impact satisfaction and trust. We collected 276 valid questionnaires from mobile banking customers, then analyzed them using structural equation modeling. Our results show that system quality and information quality significantly influence customers’ trust and satisfaction, and that interface design quality does not. We present herein implications and suggestions for further research. Abstract Copyright © 2009 Elsevier B.V. All rights reserved.

research paper on ui ux design

Title: What is beautiful is usable

Abstract An experiment was conducted to test the relationships between users’ perceptions of a computerized system’s beauty and usability. The experiment used a computerized application as a surrogate for an Automated Teller Machine (ATM). Perceptions were elicited before and after the participants used the system. Pre-experimental measures indicate strong correlations between system’s perceived aesthetics and perceived usability. Post-experimental measures indicated that the strong correlation remained intact. A multivariate analysis of covariance revealed that the degree of system’s aesthetics affected the post-use perceptions of both aesthetics and usability, whereas the degree of actual usability had no such effect. The results resemble those found by social psychologists regarding the effect of physical attractiveness on the valuation of other personality attributes. The findings stress the importance of studying the aesthetic aspect of human–computer interaction (HCI) design and its relationships to other design dimensions. Abstract Copyright © 2000 Elsevier Science B.V. All rights reserved.

Title: UX Curve: A method for evaluating long-term user experience

Abstract The goal of user experience design in industry is to improve customer satisfaction and loyalty through the utility, ease of use, and pleasure provided in the interaction with a product. So far, user experience studies have mostly focused on short-term evaluations and consequently on aspects relating to the initial adoption of new product designs. Nevertheless, the relationship between the user and the product evolves over long periods of time and the relevance of prolonged use for market success has been recently highlighted. In this paper, we argue for the cost-effective elicitation of longitudinal user experience data. We propose a method called the “UX Curve” which aims at assisting users in retrospectively reporting how and why their experience with a product has changed over time. The usefulness of the UX Curve method was assessed in a qualitative study with 20 mobile phone users. In particular, we investigated how users’ specific memories of their experiences with their mobile phones guide their behavior and their willingness to recommend the product to others. The results suggest that the UX Curve method enables users and researchers to determine the quality of long-term user experience and the influences that improve user experience over time or cause it to deteriorate. The method provided rich qualitative data and we found that an improving trend of perceived attractiveness of mobile phones was related to user satisfaction and willingness to recommend their phone to friends. This highlights that sustaining perceived attractiveness can be a differentiating factor in the user acceptance of personal interactive products such as mobile phones. The study suggests that the proposed method can be used as a straightforward tool for understanding the reasons why user experience improves or worsens in long-term product use and how these reasons relate to customer loyalty. Abstract Copyright 2011 British Informatics Society Limited. Published by Elsevier B.V. All rights reserved.

Title: Heuristic evaluation: Comparing ways of finding and reporting usability problems

Abstract Research on heuristic evaluation in recent years has focused on improving its effectiveness and efficiency with respect to user testing. The aim of this paper is to refine a research agenda for comparing and contrasting evaluation methods. To reach this goal, a framework is presented to evaluate the effectiveness of different types of support for structured usability problem reporting. This paper reports on an empirical study of this framework that compares two sets of heuristics, Nielsen’s heuristics and the cognitive principles of Gerhardt-Powals, and two media of reporting a usability problem, i.e. either using a web tool or paper. The study found that there were no significant differences between any of the four groups in effectiveness, efficiency and inter-evaluator reliability. A more significant contribution of this research is that the framework used for the experiments proved successful and should be reusable by other researchers because of its thorough structure. Abstract Copyright © 2006 Elsevier B.V. All rights reserved.

Title: Socio-technical systems: From design methods to systems engineering

Abstract It is widely acknowledged that adopting a socio-technical approach to system development leads to systems that are more acceptable to end users and deliver better value to stakeholders. Despite this, such approaches are not widely practised. We analyse the reasons for this, highlighting some of the problems with the better known socio-technical design methods. Based on this analysis we propose a new pragmatic framework for socio-technical systems engineering (STSE) which builds on the (largely independent) research of groups investigating work design, information systems, computer-supported cooperative work, and cognitive systems engineering. STSE bridges the traditional gap between organisational change and system development using two main types of activity: sensitisation and awareness; and constructive engagement. From the framework, we identify an initial set of interdisciplinary research problems that address how to apply socio-technical approaches in a cost-effective way, and how to facilitate the integration of STSE with existing systems and software engineering approaches. Abstract Copyright © 2010 Elsevier B.V. All rights reserved.

Title: Five reasons for scenario-based design

Abstract Scenarios of human–computer interaction help us to understand and to create computer systems and applications as artifacts of human activity—as things to learn from, as tools to use in one’s work, as media for interacting with other people. Scenario-based design of information technology addresses five technical challenges: scenarios evoke reflection in the content of design work, helping developers coordinate design action and reflection. Scenarios are at once concrete and flexible, helping developers manage the fluidity of design situations. Scenarios afford multiple views of an interaction, diverse kinds and amounts of detailing, helping developers manage the many consequences entailed by any given design move. Scenarios can also be abstracted and categorized, helping designers to recognize, capture and reuse generalizations and to address the challenge that technical knowledge often lags the needs of technical design. Finally, scenarios promote work-oriented communication among stakeholders, helping to make design activities more accessible to the great variety of expertise that can contribute to design, and addressing the challenge that external constraints designers and clients face often distract attention from the needs and concerns of the people who will use the technology. Abstract Copyright © 2000 Elsevier Science B.V. All rights reserved.

Title: Needs, affect, and interactive products – Facets of user experience

Abstract Subsumed under the umbrella of User Experience (UX), practitioners and academics of Human–Computer Interaction look for ways to broaden their understanding of what constitutes “pleasurable experiences” with technology. The present study considered the fulfilment of universal psychological needs, such as competence, relatedness, popularity, stimulation, meaning, security, or autonomy, to be the major source of positive experience with interactive technologies. To explore this, we collected over 500 positive experiences with interactive products (e.g., mobile phones, computers). As expected, we found a clear relationship between need fulfilment and positive affect, with stimulation, relatedness, competence and popularity being especially salient needs. Experiences could be further categorized by the primary need they fulfil, with apparent qualitative differences among some of the categories in terms of the emotions involved. Need fulfilment was clearly linked to hedonic quality perceptions, but not as strongly to pragmatic quality (i.e., perceived usability), which supports the notion of hedonic quality as “motivator” and pragmatic quality as “hygiene factor.” Whether hedonic quality ratings reflected need fulfilment depended on the belief that the product was responsible for the experience (i.e., attribution). Abstract Copyright © 2010 Elsevier B.V. All rights reserved.

Title: The role of social presence in establishing loyalty in e-Service environments

Abstract Compared to offline shopping, the online shopping experience may be viewed as lacking human warmth and sociability as it is more impersonal, anonymous, automated and generally devoid of face-to-face interactions. Thus, understanding how to create customer loyalty in online environments (e-Loyalty) is a complex process. In this paper a model for e-Loyalty is proposed and used to examine how varied conditions of social presence in a B2C e-Services context influence e-Loyalty and its antecedents of perceived usefulness, trust and enjoyment. This model is examined through an empirical study involving 185 subjects using structural equation modeling techniques. Further analysis is conducted to reveal gender differences concerning hedonic elements in the model on e-Loyalty. Abstract Copyright © 2006 Elsevier B.V. All rights reserved.

Title: A framework for evaluating the usability of mobile phones based on multi-level, hierarchical model of usability factors

Abstract As a mobile phone has various advanced functionalities or features, usability issues are increasingly challenging. Due to the particular characteristics of a mobile phone, typical usability evaluation methods and heuristics, most of which are relevant to a software system, might not effectively be applied to a mobile phone. Another point to consider is that usability evaluation activities should help designers find usability problems easily and produce better design solutions. To support usability practitioners of the mobile phone industry, we propose a framework for evaluating the usability of a mobile phone, based on a multi-level, hierarchical model of usability factors, in an analytic way. The model was developed on the basis of a set of collected usability problems and our previous study on a conceptual framework for identifying usability impact factors. It has multi-abstraction levels, each of which considers the usability of a mobile phone from a particular perspective. As there are goal-means relationships between adjacent levels, a range of usability issues can be interpreted in a holistic as well as diagnostic way. Another advantage is that it supports two different types of evaluation approaches: task-based and interface-based. To support both evaluation approaches, we developed four sets of checklists, each of which is concerned, respectively, with task-based evaluation and three different interface types: Logical User Interface (LUI), Physical User Interface (PUI) and Graphical User Interface (GUI). The proposed framework specifies an approach to quantifying usability so that several usability aspects are collectively measured to give a single score with the use of the checklists. A small case study was conducted in order to examine the applicability of the framework and to identify the aspects of the framework to be improved. It showed that it could be a useful tool for evaluating the usability of a mobile phone. Based on the case study, we improved the framework in order that usability practitioners can use it more easily and consistently. Abstract Copyright © 2011 British Informatics Society Limited. Published by Elsevier B.V. All rights reserved.

Title: Understanding the most satisfying and unsatisfying user experiences: Emotions, psychological needs, and context

Abstract The aim of this research was to study the structure of the most satisfying and unsatisfying user experiences in terms of experienced emotions, psychological needs, and contextual factors. 45 university students wrote descriptions of their most satisfying and unsatisfying recent user experiences and analyzed those experiences using the Positive and Negative Affect Schedule (PANAS) method for experienced emotions, a questionnaire probing the salience of 10 psychological needs, and a self-made set of rating scales for analyzing context. The results suggested that it was possible to capture variations in user experiences in terms of experienced emotions, fulfillment of psychological needs, and context effectively by using psychometric rating scales. The results for emotional experiences showed significant differences in 16 out of 20 PANAS emotions between the most satisfying and unsatisfying experiences. The results for psychological needs indicated that feelings of autonomy and competence emerged as highly salient in the most satisfying experiences and missing in the unsatisfying experiences. High self-esteem was also notably salient in the most satisfying experiences. The qualitative results indicated that most of the participants’ free-form qualitative descriptions, especially for the most unsatisfying user experiences, gave important information about the pragmatic aspects of the interaction, but often omitted information about hedonic and social aspects of user experience. Abstract Copyright © 2011 British Informatics Society Limited. Published by Elsevier B.V. All rights reserved.

Title: The Usability Metric for User Experience

Abstract The Usability Metric for User Experience (UMUX) is a four-item Likert scale used for the subjective assessment of an application’s perceived usability. It is designed to provide results similar to those obtained with the 10-item System Usability Scale, and is organized around the ISO 9241-11 definition of usability. A pilot version was assembled from candidate items, which was then tested alongside the System Usability Scale during usability testing. It was shown that the two scales correlate well, are reliable, and both align on one underlying usability factor. In addition, the Usability Metric for User Experience is compact enough to serve as a usability module in a broader user experience metric. Abstract Copyright © 2010 Elsevier B.V. All rights reserved.

research paper on ui ux design

Title: User acceptance of mobile Internet: Implication for convergence technologies

Abstract Using the Technology Acceptance Model as a conceptual framework and a method of structural equation modeling, this study analyzes the consumer attitude toward Wi-Bro drawing data from 515 consumers. Individuals’ responses to questions about whether they use/accept Wi-Bro were collected and combined with various factors modified from the Technology Acceptance Model.

The result of this study show that users’ perceptions are significantly associated with their motivation to use Wi-Bro. Specifically, perceived quality and perceived availability are found to have significant effect on users’ extrinsic and intrinsic motivation. These new factors are found to be Wi-Bro-specific factors, playing as enhancing factors to attitudes and intention. Abstract Copyright © 2007 Elsevier B.V. All rights reserved.

Title: Understanding purchasing behaviors in a virtual economy: Consumer behavior involving virtual currency in Web 2.0 communities

Abstract This study analyzes consumer purchasing behavior in Web 2.0, expanding the technology acceptance model (TAM), focusing on which variables influence the intention to transact with virtual currency. Individuals’ responses to questions about attitude and intention to transact in Web 2.0 were collected and analyzed with various factors modified from the TAM. The results of the proposed model show that subjective norm is a key behavioral antecedent to using virtual currency. In the extended model, the moderating effects of subjective norm on the relations among the variables were found to be significant. The new set of variables is virtual environment-specific, acting as factors enhancing attitudes and behavioral intentions in Web 2.0 transactions. Abstract Copyright © 2008 Elsevier B.V. All rights reserved.

Title: Fundamentals of physiological computing

Abstract This review paper is concerned with the development of physiological computing systems that employ real-time measures of psychophysiology to communicate the psychological state of the user to an adaptive system. It is argued that physiological computing has enormous potential to innovate human–computer interaction by extending the communication bandwidth to enable the development of ‘smart’ technology. This paper focuses on six fundamental issues for physiological computing systems through a review and synthesis of existing literature, these are (1) the complexity of the psychophysiological inference, (2) validating the psychophysiological inference, (3) representing the psychological state of the user, (4) designing explicit and implicit system interventions, (5) defining the biocybernetic loop that controls system adaptation, and (6) ethical implications. The paper concludes that physiological computing provides opportunities to innovate HCI but complex methodological/conceptual issues must be fully tackled during the research and development phase if this nascent technology is to achieve its potential. Abstract Copyright © 2008 Elsevier B.V. All rights reserved.

Title: Modelling user experience with web sites: Usability, hedonic value, beauty and goodness

Abstract Recent research into user experience has identified the need for a theoretical model to build cumulative knowledge in research addressing how the overall quality or ‘goodness’ of an interactive product is formed. An experiment tested and extended Hassenzahl’s model of aesthetic experience. The study used a 2 × 2 × (2) experimental design with three factors: principles of screen design, principles for organizing information on a web page and experience of using a web site. Dependent variables included hedonic perceptions and evaluations of a web site as well as measures of task performance, navigation behaviour and mental effort. Measures, except Beauty, were sensitive to manipulation of web design. Beauty was influenced by hedonic attributes (identification and stimulation), but Goodness by both hedonic and pragmatic (user-perceived usability) attributes as well as task performance and mental effort. Hedonic quality was more stable with experience of web-site use than pragmatic quality and Beauty was more stable than Goodness. Abstract Copyright © 2008 Elsevier B.V. All rights reserved.

Title: Sample Size In Usability Studies

Abstract Usability studies are a cornerstone activity for developing usable products. Their effectiveness depends on sample size, and determining sample sizehas been a research issue in usability engineering for the past 30 years. In 2010, Hwang and Salvendy reported a meta study on the effectiveness of usability evaluation, concluding that a sample size of 10±2 is sufficient for discovering 80% of usability problems (not five, as suggested earlier by Nielsen in 2000). Here, I show the Hwang and Salvendy study ignored fundamental mathematical properties of the problem, severely limiting the validity of the 10±2 rule, then look to reframe the issue of effectiveness and sample-size estimation to the practices and requirements commonly encountered in industrial-scale usability studies. Abstract Copyright © 2013 ACM, Inc. Title: An experimental study of learner perceptions of the interactivity of web-based instruction

Abstract An effectively designed interaction mechanism creates a shortcut for human–computer interaction. Most studies in this area have concluded that the higher the level of interactivity, the better, especially regarding interactive websites applied in the fields of business and education. Previous studies have also suggested that designs with a higher level of interactivity result in higher learner evaluations of websites. However, little research has examined learner perceptions as they interact with web-based instruction (WBI) systems in a situation with limited time. To assist learners in acquiring knowledge quickly, the interactivity design must make the web learning environment easier to use by reducing the complexity of the interface. The aim of the present study is to explore learner perceptions of three WBI systems with different interaction levels under time limitations. This study was therefore designed to provide a new framework to design systems with different degrees of interactivity, and to examine learners’ perceptions of these interaction elements. Three WBI systems were developed with different degrees of interactivity from high to low, and a between-subject experiment was conducted with 45 subjects. The results of the experiment indicate that a higher level of interactivity does not necessarily guarantee a higher perception of interactivity in a short-term learning situation. Therefore, the instructors must pay attention to modifying or selecting appropriate interactive elements that are more suitable for various learning stages. The findings provide insights for designers to adopt different degrees of interactivity in their designs that will best fulfill various learners’ needs. Abstract Copyright © 2011 British Informatics Society Limited. Published by Elsevier B.V. All rights reserved.

research paper on ui ux design

Title: Age differences in the perception of social presence in the use of 3D virtual world for social interaction

Abstract 3D virtual worlds are becoming increasingly popular as tool for social interaction, with the potential of augmenting the user’s perception of physical and social presence. Thus, this technology could be of great benefit to older people, providing home-bound older users with access to social, educational and recreational resources. However, so far there have been few studies looking into how older people engage with virtual worlds, as most research in this area focuses on younger users. In this study, an online experiment was conducted with 30 older and 30 younger users to investigate age differences in the perception of presence in the use of virtual worlds for social interaction. Overall, we found that factors such as navigation and prior experience with text messaging tools played a key role in older people’s perception of presence. Both physical and social presence was found to be linked to the quality of social interaction for users of both age groups. In addition, older people displayed proxemic behavior which was more similar to proxemic behavior in the physical world when compared to younger users. Abstract Copyright © 2012 British Informatics Society Limited. Published by Elsevier B.V. All rights reserved.

Title: Human error and information systems failure: the case of the London ambulance service computer-aided despatch system project

Abstract Human error and systems failure have been two constructs that have become linked in many contexts. In this paper we particularly focus on the issue of failure in relation to that group of software systems known as information systems. We first review the extant theoretical and empirical work on this topic. Then we discuss one particular well-known case — that of the London ambulance service computer-aided despatch system (Lascad) project — and use it as a particularly cogent example of the features of information systems failure. We maintain that the tendency to analyse information systems failure solely from a technological standpoint is limiting, that the nature of information systems failure is multi-faceted, and hence cannot be adequately understood purely in terms of the immediate problems of systems construction. Our purpose is also to use the generic material on IS failure and the specific details of this particular case study to critique the issues of safety, criticality, human error and risk in relation to systems not currently well considered in relation to these areas. Abstract Copyright © 1999 Elsevier B.V. All rights reserved.

research paper on ui ux design

Title: Feminist HCI meets facebook: Performativity and social networking sites

Abstract In this paper, I reflect on a specific product of interaction design, social networking sites. The goals of this paper are twofold. One is to bring a feminist reflexivity, to HCI, drawing on the work of Judith Butler and her concepts of peformativity, citationality, and interpellation. Her approach is, I argue, highly relevant to issues of identity and self-representation on social networking sites; and to the co-constitution of the subject and technology. A critical, feminist HCI must ask how social media and other HCI institutions, practices, and discourses are part of the processes by which sociotechnical configurations are constructed. My second goal is to examine the implications of such an approach by applying it to social networking sites (SNSs) drawing the empirical research literature on SNSs, to show how SNS structures and policies help shape the subject and hide the contingency of subject categories. Abstract Copyright © 2011 British Informatics Society Limited. Published by Elsevier B.V. All rights reserved.

Title: A survey of methods for data fusion and system adaptation using autonomic nervous system responses in physiological computing

Abstract Physiological computing represents a mode of human–computer interaction where the computer monitors, analyzes and responds to the user’s psychophysiological activity in real-time. Within the field, autonomic nervous system responses have been studied extensively since they can be measured quickly and unobtrusively. However, despite a vast body of literature available on the subject, there is still no universally accepted set of rules that would translate physiological data to psychological states. This paper surveys the work performed on data fusion and system adaptation using autonomic nervous system responses in psychophysiology and physiological computing during the last ten years. First, five prerequisites for data fusion are examined: psychological model selection, training set preparation, feature extraction, normalization and dimension reduction. Then, different methods for either classification or estimation of psychological states from the extracted features are presented and compared. Finally, implementations of system adaptation are reviewed: changing the system that the user is interacting with in response to cognitive or affective information inferred from autonomic nervous system responses. The paper is aimed primarily at psychologists and computer scientists who have already recorded autonomic nervous system responses and now need to create algorithms to determine the subject’s psychological state. Abstract Copyright © 2012 British Informatics Society Limited. Published by Elsevier B.V. All rights reserved.

Title: Positive mood induction procedures for virtual environments designed for elderly people

Abstract Positive emotions have a significant influence on mental and physical health. Their role in the elderly’s wellbeing has been established in numerous studies. It is therefore worthwhile to explore ways in which elderly people can increase the number of positive experiences in their daily lives. This paper describes two Virtual Environments (VEs) that were used as mood induction procedures (MIPs) for this population. In addition, the VEs’ efficacy at increasing joy and relaxation in elderly users is analyzed. The VEs contain exercises for generating positive-autobiographic memories, mindfulness and slow breathing rhythms. The total sample comprised 18 participants over 55 years old who used the VEs on two occasions. Twelve of them used the joy environment, while 16 used the relaxation environment. Moods before and after each session were assessed using Visual Analogical Scales. After using both VEs, results indicated significant increases in joy and relaxation and significant decreases in sadness and anxiety. The participants also indicated low levels of difficulty of use and high levels of satisfaction and sense of presence. Hence, the VEs demonstrate their usefulness at promoting positive affects and enhancing the wellbeing of elderly people. Abstract Copyright © 2012 British Informatics Society Limited. Published by Elsevier B.V. All rights reserved.

Title: The effects of trust, security and privacy in social networking: A security-based approach to understand the pattern of adoption

Abstract Social network services (SNS) focus on building online communities of people who share interests and/or activities, or who are interested in exploring the interests and activities of others. This study examines security, trust, and privacy concerns with regard to social networking Websites among consumers using both reliable scales and measures. It proposes an SNS acceptance model by integrating cognitive as well as affective attitudes as primary influencing factors, which are driven by underlying beliefs, perceived security, perceived privacy, trust, attitude, and intention. Results from a survey of SNS users validate that the proposed theoretical model explains and predicts user acceptance of SNS substantially well. The model shows excellent measurement properties and establishes perceived privacy and perceived security of SNS as distinct constructs. The finding also reveals that perceived security moderates the effect of perceived privacy on trust. Based on the results of this study, practical implications for marketing strategies in SNS markets and theoretical implications are recommended accordingly. Abstract Copyright © 2010 Elsevier B.V. All rights reserved.

Title: Usability testing: what have we overlooked?

Abstract For more than a decade, the number of usability test participants has been a major theme of debate among usability practitioners and researchers keen to improve usability test performance. This paper provides evidence suggesting that the focus be shifted to task coverage instead. Our data analysis of nine commercial usability test teams participating in the CUE-4 study revealed no significant correlation between the percentage of problems found or of new problems and number of test users, but correlations of both variables and number of user tasks used by each usability team were significant. The role of participant recruitment on usability test performance and future research directions are discussed. Abstract Copyright © 2013 ACM, Inc.

Title: Predicting online grocery buying intention: a comparison of the theory of reasoned action and the theory of planned behavior

Abstract This paper tests the ability of two consumer theories—the theory of reasoned action and the theory of planned behavior—in predicting consumer online grocery buying intention. In addition, a comparison of the two theories is conducted. Data were collected from two web-based surveys of Danish ( n =1222) and Swedish ( n =1038) consumers using self-administered questionnaires. These results suggest that the theory of planned behavior (with the inclusion of a path from subjective norm to attitude) provides the best fit to the data and explains the highest proportion of variation in online grocery buying intention. Abstract Copyright © 2013 Elsevier B.V. All rights reserved.

Title: Decomposition and crossover effects in the theory of planned behavior: A study of consumer adoption intentions

Abstract The Theory of Planned Behavior, an extension of the well-known Theory of Reasoned Action, is proposed as a model to predict consumer adoption intention. Three variations of the Theory of Planned Behavior are examined and compared to the Theory of Reasoned Action. The appropriateness of each model is assessed with data from a consumer setting. Structural equation modelling using maximum likelihood estimation for the four models revealed that the traditional forms of the Theory of Reasoned Action and the Theory of Planned Behavior fit the data adequately. Decomposing the belief structures and allowing for crossover effects in the Theory of Planned Behavior resulted in improvements in model prediction. The application of each model to theory development and management intervention is explored. Abstract Copyright © 1995 Elsevier B.V. All rights reserved.

Title: Knowledge and the Prediction of Behavior: The Role of Information Accuracy in the Theory of Planned Behavior

Abstract The results of the present research question the common assumption that being well informed is a prerequisite for effective action to produce desired outcomes. In Study 1 ( N = 79), environmental knowledge had no effect on energy conservation, and in Study 2 ( N = 79), alcohol knowledge was unrelated to drinking behavior. Such disappointing correlations may result from an inappropriate focus on accuracy of information at the expense of its relevance to and support for the behavior. Study 3 ( N = 85) obtained a positive correlation between knowledge and pro-Muslim behavior, but Study 4 ( N = 89) confirmed the proposition that this correlation arose because responses on the knowledge test reflected underlying attitudes. Study 4 also showed that the correlation could become positive or negative by appropriate selection of questions for the knowledge test. The theory of planned behavior (Ajzen, 1991 ), with its focus on specific actions, predicted intentions and behavior in all four studies. Abstract Copyright © 2013 Informa plc

research paper on ui ux design

Link: h ttp://www.businessinsider.com/ron-johnson-apple-store-j-c-penney-2011-11

People come to the Apple Store for the experience — and they’re willing to pay a premium for that. There are lots of components to that experience, but maybe the most important — and this is something that can translate to any retailer — is that the staff isn’t focused on selling stuff, it’s focused on building relationships and trying to make people’s lives better. Abstract Copyright © 2013 Business Insider, Inc. All rights reserved.

Title : Naturalizing aesthetics: Brain areas for aesthetic appraisal across sensory modalities

Abstract We present here the most comprehensive analysis to date of neuroaesthetic processing by reporting the results of voxel-based meta-analyses of 93 neuroimaging studies of positive-valence aesthetic appraisal across four sensory modalities. The results demonstrate that the most concordant area of activation across all four modalities is the right anterior insula, an area typically associated with visceral perception, especially of negative valence (disgust, pain, etc.). We argue that aesthetic processing is, at its core, the appraisal of the valence of perceived objects. This appraisal is in no way limited to artworks but is instead applicable to all types of perceived objects. Therefore, one way to naturalize aesthetics is to argue that such a system evolved first for the appraisal of objects of survival advantage, such as food sources, and was later co-opted in humans for the experience of artworks for the satisfaction of social needs. Abstract Copyright © 2011 Elsevier Inc. All rights reserved.

Link: http://www.scientificamerican.com/article.cfm?id=the-neuroscience-of-beauty

Studies from neuroscience and evolutionary biology challenge this separation of art from non-art. Human neuroimaging studies have convincingly shown that the brain areas involved in aesthetic responses to artworks overlap with those that mediate the appraisal of objects of evolutionary importance, such as the desirability of foods or the attractiveness of potential mates. Hence, it is unlikely that there are brain systems specific to the appreciation of artworks; instead there are general aesthetic systems that determine how appealing an object is, be that a piece of cake or a piece of music. Abstract © 2013 Scientific American, a Division of Nature America, Inc.

Link: http://blogs.scientificamerican.com/symbiartic/2011/10/03/need-proof-that-were-visual-beings/

This video offers proof that humans are visual beings. Abstract © 2013 Scientific American, a Division of Nature America, Inc.

Link: http://hbr.org/web/slideshows/five-charts-that-changed-business/1-slide

Once in a while, a chart so deftly captures an important strategic insight that it becomes an iconic part of management thinking and a tool that shows up in MBA classrooms and corporate boardrooms for years to come. As HBR prepares for its 90th anniversary, in 2012, their editors have combed the magazine archives and other sources to select five charts that changed the shape of strategy. Abstract Copyright © 2013 Harvard Business School Publishing. All rights reserved.

Link: http://www.strategy-business.com/article/04412

It is a widely accepted and rarely challenged tenet of marketing that companies can sustain competitive advantage only through “new and improved” product differentiation based on unique features and benefits. What a mistake. By paying attention to what consumers really want, companies can attract new customers and create a distinctive brand. Abstract © 2013 Booz & Company Inc. All rights reserved.

Link: http://www.economist.com/node/17723028

If you can have everything in 57 varieties, making decisions becomes hard work. Many of these options have improved life immeasurably in the rich world, and to a lesser extent in poorer parts. They are testimony to human ingenuity and innovation. Free choice is the basis on which markets work, driving competition and generating economic growth. It is the cornerstone of liberal democracy. The 20th century bears the scars of too many failed experiments in which people had no choice. But amid all the dizzying possibilities, a nagging question lurks: is so much extra choice unambiguously a good thing? Abstract Copyright © The Economist Newspaper Limited 2013. All rights reserved.

Link: http://e.businessinsider.com/public/1099804

Mobile apps are becoming more important to people, not less important, according to this chart plucked from a big presentation on the internet. It’s an interesting trend because it shows how mobile behavior is different than traditional desktop computing behavior when it comes to the web. Abstract Copyright © 2013 Business Insider, Inc. All rights reserved.

Link: http://blogs.scientificamerican.com/scicurious-brain/2012/07/30/you-want-that-well-i-want-it-too-the-neuroscience-of-mimetic-desire/

Mimetic desire is more than jealously wanting something because someone else has it. Rather, it’s about valuing something because someone else values it . And it’s pretty easy to transmit the value. Just writing about Person A’s activities and habits and showing it to Person B will make Person B start to think Person A must have seen something good about the Toyota Camry…maybe his next car…

But what is behind this contagion of desires? Abstract © 2013 Scientific American, a Division of Nature America, Inc.

research paper on ui ux design

Link: http://www.united-academics.org/magazine/27212/visual-memory-blindness/

A well-known pheonomenon in psychology has been the ‘inattentional blindness’ principle. In fact, you might know it from experience: it means that people tend to fail seeing things in their visible fields when they have to focus on a task. Until now, it was thought that in order to cause the effect, a cluttered visual field is required. Recent research shows that the effect is present though in many more situations. Abstract Copyright United Academics 2012 Coypright – All rights Reserved

Link: http://www.businessinsider.com/18-24-texting-2011-9

Chart of the Day: According to the Pew Internet project , people in the 18-24 year-old range are sending and receiving 110 texts per day on average. The median number of texts sent/received by that group is 50 per day. Abstract Copyright © 2013 Business Insider, Inc. All rights reserved.

Link: http://www.businessinsider.com/chart-of-the-day-facebook-time-2011-9

Chart of the Day: A new report on social media from Nielsen shows U.S. users spent 53.5 billion minutes on Facebook in May, which is more time than was spent on the next four biggest sites. Abstract Copyright © 2013 Business Insider, Inc. All rights reserved.

Link: http://www.scientificamerican.com/article.cfm?id=your-brain-on-facebook

A recent study showed that certain brain areas expand in people who have greater numbers of friends on Facebook . There was a problem, though. The study, in Proceedings of the Royal Society B , was unable to resolve the question of whether “friending” plumps up the brain areas or whether people with a type of robustness in brain physiology are just natural social butterflies. But with the help of a few monkeys in England, teenagers everywhere may now have more ammunition to use against parents. Abstract © 2013 Scientific American, a Division of Nature America, Inc.

Link: http://iwc.oxfordjournals.org/content/26/3/196.abstract.html?etoc

Although advances in technology now enable people to communicate ‘anytime, anyplace’, it is not clear how citizens can be motivated to actually do so. This paper evaluates the impact of three principles of psychological empowerment, namely perceived self-efficacy, sense of community and causal importance, on public transport passengers’ motivation to report issues and complaints while on the move. A week-long study with 65 participants revealed that self-efficacy and causal importance increased participation in short bursts and increased perceptions of service quality over longer periods. Finally, we discuss the implications of these findings for citizen participation projects and reflect on design opportunities for mobile technologies that motivate citizen participation. Abstract 2013 Oxford University Press.

Link: http://iwc.oxfordjournals.org/content/26/3/208.abstract.html?etoc

This review paper argues that users of personal information management systems have three particularly pressing requirements, for which current systems do not fully cater: (i) To combat information overload, as the volume of information increases. (ii) To ease context switching, in particular, for users who face frequent interrupts in their work. (iii) To be supported in information integration, across a variety of applications. To meet these requirements, four broad technological approaches should be adopted in an incremental fashion: (i) The deployment of a unified file system to manage all information objects, including files, emails and webpage URLs. (ii) The use of tags to categorize information; implemented in a way which is backward-compatible with existing hierarchical file systems. (iii) The use of context to aid information retrieval; built upon existing file and tagging systems rather than creating a parallel context management system. (iv) The deployment of semantic technologies, coupled with the harvesting of all useful metadata. Abstract 2013 Oxford University Press.

Link: http://iwc.oxfordjournals.org/content/26/3/238.abstract.html?etoc

Projective techniques are used in psychology and consumer research to provide information about individuals’ motivations, thoughts and feelings. This paper reviews the use of projective techniques in marketing research and user experience (UX) research and discusses their potential role in understanding users, their needs and values, and evaluating UX in practical product development contexts. A projective technique called sentence completion is evaluated through three case studies. Sentence completion produces qualitative data about users’ views in a structured form. The results are less time-consuming to analyze than interview results. Compared with quantitative methods such as AttrakDiff, the results are more time consuming to analyze, but more information is retrieved on negative feelings. The results show that sentence completion is useful in understanding users’ perceptions and that the technique can be used to complement other methods. Sentence completion can also be used online to reach wider user groups. Abstract 2013 Oxford University Press.

Link: http://iwc.oxfordjournals.org/content/26/3/256.abstract.html?etoc

Cognitive load (CL) is experienced during critical tasks and also while engaged emotional states are induced either by the task itself or by extraneous experiences. Emotions irrelevant to the working memory representation may interfere with the processing of relevant tasks and can influence task performance and behavior, making the accurate detection of CL from nonverbal information challenging. This paper investigates automatic CL detection from facial features, physiology and task performance under affective interference. Data were collected from participants (n=20) solving mental arithmetic tasks with emotional stimuli in the background, and a combined classifier was used for detecting CL levels. Results indicate that the face modality for CL detection was more accurate under affective interference, whereas physiology and task performance were more accurate without the affective interference. Multimodal fusion improved detection accuracies, but it was less accurate under affective interferences. More specifically, the accuracy decreased with an increasing intensity of emotional arousal. Abstract 2013 Oxford University Press.

Link: http://iwc.oxfordjournals.org/content/26/3/269.abstract.html?etoc

In the field of virtual reality (VR), many efforts have been made to analyze presence, the sense of being in the virtual world. However, it is only recently that functional magnetic resonance imaging (fMRI) has been used to study presence during an automatic navigation through a virtual environment. In the present work, our aim was to use fMRI to study the sense of presence during a VR-free navigation task, in comparison with visualization of photographs and videos (automatic navigations through the same environment). The main goal was to analyze the usefulness of fMRI for this purpose, evaluating whether, in this context, the interaction between the subject and the environment is performed naturally, hiding the role of technology in the experience. We monitored 14 right-handed healthy females aged between 19 and 25 years. Frontal, parietal and occipital regions showed their involvement during free virtual navigation. Moreover, activation in the dorsolateral prefrontal cortex was also shown to be negatively correlated to sense of presence and the postcentral parietal cortex and insula showed a parametric increased activation according to the condition-related sense of presence, which suggests that stimulus attention and self-awareness processes related to the insula may be linked to the sense of presence. Abstract 2013 Oxford University Press.

Link: http://iwc.oxfordjournals.org/content/26/3/285.abstract.html?etoc

Unlike visual stimuli, little attention has been paid to auditory stimuli in terms of emotion prediction with physiological signals. This paper aimed to investigate whether auditory stimuli can be used as an effective elicitor as visual stimuli for emotion prediction using physiological channels. For this purpose, a well-controlled experiment was designed, in which standardized visual and auditory stimuli were systematically selected and presented to participants to induce various emotions spontaneously in a laboratory setting. Numerous physiological signals, including facial electromyogram, electroencephalography, skin conductivity and respiration data, were recorded when participants were exposed to the stimulus presentation. Two data mining methods, namely decision rules and k-nearest neighbor based on the rough set technique, were applied to construct emotion prediction models based on the features extracted from the physiological data. Experimental results demonstrated that auditory stimuli were as effective as visual stimuli in eliciting emotions in terms of systematic physiological reactivity. This was evidenced by the best prediction accuracy quantified by the F1 measure (visual: 76.2% vs. auditory: 76.1%) among six emotion categories (excited, happy, neutral, sad, fearful and disgusted). Furthermore, we also constructed culture-specific (Chinese vs. Indian) prediction models. The results showed that model prediction accuracy was not significantly different between culture-specific models. Finally, the implications of affective auditory stimuli in human–computer interaction, limitations of the study and suggestions for further research are discussed. Abstract 2013 Oxford University Press.

Link: http://www.sciencedirect.com/science/article/pii/S0160289614000087

The deliberate practice view has generated a great deal of scientific and popular interest in expert performance. At the same time, empirical evidence now indicates that deliberate practice, while certainly important, is not as important as Ericsson and colleagues have argued it is. In particular, we (Hambrick, Oswald, Altmann, Meinz, Gobet, & Campitelli, 2014) found that individual differences in accumulated amount of deliberate practice accounted for about one-third of the reliable variance in performance in chess and music, leaving the majority of the reliable variance unexplained and potentially explainable by other factors. Ericsson’s (2014) defense of the deliberate practice view, though vigorous, is undercut by contradictions, oversights, and errors in his arguments and criticisms, several of which we describe here. We reiterate that the task now is to develop and rigorously test falsifiable theories of expert performance that take into account as many potentially relevant constructs as possible. Abstract © 2014 Elsevier Inc.

Link: http://techcrunch.com/2013/02/05/amazon-to-launch-virtual-currency-amazon-coins-in-its-appstore-in-may/

Amazon has just announced a new virtual currency for Kindle Fire owners to use on in-app purchases, app purchases, etc. in the Amazon Appstore. Abstract © 2013 AOL Inc. All rights reserved.

Link: http://onlinelibrary.wiley.com/doi/10.1002/smj.2284/abstract

Link: http://iwc.oxfordjournals.org/content/early/2014/05/09/iwc.iwu016.abstract.html?papetoc

Wizard of Oz (WOZ) is a well-established method for simulating the functionality and user experience of future systems. Using a human wizard to mimic certain operations of a potential system is particularly useful in situations where extensive engineering effort would otherwise be needed to explore the design possibilities offered by such operations. The WOZ method has been widely used in connection with speech and language technologies, but advances in sensor technology and pattern recognition as well as new application areas such as human–robot interaction have made it increasingly relevant to the design of a wider range of interactive systems. In such cases, achieving acceptable performance at the user interface level often hinges on resource-intensive improvements such as domain tuning, which are better done once the overall design is relatively stable. Although WOZ is recognized as a valuable prototyping technique, surprisingly little effort has been put into exploring it from a methodological point of view. Starting from a survey of the literature, this paper presents a systematic investigation and analysis of the design space for WOZ for language technology applications, and proposes a generic architecture for tool support that supports the integration of components for speech recognition and synthesis as well as for machine translation. This architecture is instantiated in WebWOZ—a new web-based open-source WOZ prototyping platform. The viability of generic support is explored empirically through a series of evaluations. Researchers from a variety of backgrounds were able to create experiments, independent of their previous experience with WOZ. The approach was further validated through a number of real experiments, which also helped to identify a number of possibilities for additional support, and flagged potential issues relating to consistency in wizard performance. Abstract 2014 Oxford University Press

Link: http://www.thinkwithgoogle.com/insights/library/studies/the-new-multi-screen-world-study/

This paper studies how business models can be designed to tap effectively into open innovation labor markets with heterogeneously motivated workers. Using data on open source software, we show that motivations are diverse, and demonstrate how managers can strategically influence the flow of code contributions and their impact on project performance. Unlike previous literature using survey data, we exploit the observed pattern of project membership and code contributions—the “revealed preference” of developers—to infer the motivations driving their decision to contribute. Developers strongly sort along key dimensions of the business model chosen by project managers, especially the degree of openness of the project license. The results indicate an important role for intrinsic motivation, reputation, and labor market signaling, and a more limited role for reciprocity. Abstract 2014 John Wiley & Sons, Ltd.

updated on 5/13

Title: Developing elements of user experience for mobile phones and services: survey, interview, and observation approaches

Abstract The term user experience (UX) encompasses the concepts of usability and affective engineering. However, UX has not been defined clearly. In this study, a literature survey, user interview and indirect observation were conducted to develop definitions of UX and its elements. A literature survey investigated 127 articles that were considered to be helpful to define the concept of UX. An in-depth interview targeted 14 hands-on workers in the Korean mobile phone industry. An indirect observation captured daily experiences of eight end-users with mobile phones. This study collected various views on UX from academia, industry, and end-users using these three approaches. As a result, this article proposes definitions of UX and its elements: usability, affect, and user value. These results are expected to help design products or services with greater levels of UX. Abstract Copyright 2011 Wiley Periodicals, Inc.

Title: Why different people prefer different systems for different tasks: An activity perspective on technology adoption in a dynamic user environment

Abstract In a contemporary user environment, there are often multiple information systems available for a certain type of task. Based on the premises of Activity Theory, this study examines how user characteristics, system experiences, and task situations influence an individual’s preferences among different systems in terms of user readiness to interact with each. It hypothesizes that system experiences directly shape specific user readiness at the within-subject level, user characteristics and task situations make differences in general user readiness at the between-subject level, and task situations also affect specific user readiness through the mediation of system experiences. An empirical study was conducted, and the results supported the hypothesized relationships. The findings provide insights on how to enhance technology adoption by tailoring system development and management to various task contexts and different user groups. Abstract Copyright 2011 ASIS&T

Title: A review of factors influencing user satisfaction in information retrieval

Abstract The authors investigate factors influencing user satisfaction in information retrieval. It is evident from this study that user satisfaction is a subjective variable, which can be influenced by several factors such as system effectiveness, user effectiveness, user effort, and user characteristics and expectations. Therefore, information retrieval evaluators should consider all these factors in obtaining user satisfaction and in using it as a criterion of system effectiveness. Previous studies have conflicting conclusions on the relationship between user satisfaction and system effectiveness; this study has substantiated these findings and supports using user satisfaction as a criterion of system effectiveness. Abstract Copyright 2010 ASIS&T

Title: The development and evaluation of a survey to measure user engagement

Abstract Facilitating engaging user experiences is essential in the design of interactive systems. To accomplish this, it is necessary to understand the composition of this construct and how to evaluate it. Building on previous work that posited a theory of engagement and identified a core set of attributes that operationalized this construct, we constructed and evaluated a multidimensional scale to measure user engagement. In this paper we describe the development of the scale, as well as two large-scale studies (N=440 and N=802) that were undertaken to assess its reliability and validity in online shopping environments. In the first we used Reliability Analysis and Exploratory Factor Analysis to identify six attributes of engagement: Perceived Usability, Aesthetics, Focused Attention, Felt Involvement, Novelty, and Endurability. In the second we tested the validity of and relationships among those attributes using Structural Equation Modeling. The result of this research is a multidimensional scale that may be used to test the engagement of software applications. In addition, findings indicate that attributes of engagement are highly intertwined, a complex interplay of user-system interaction variables. Notably, Perceived Usability played a mediating role in the relationship between Endurability and Novelty, Aesthetics, Felt Involvement, and Focused Attention. Abstract Copyright 2009 ASIS&T

Title: Exploring user engagement in online news interactions

Abstract This paper describes a qualitative study of online news reading and browsing. Thirty people participated in a quasi-experimental study in which they were asked to browse a news website and select three stories to discuss at a social gathering. Semi-structured interviews were conducted post-task to understand participants’ perceptions of what makes online news reading and browsing engaging or non-engaging. Findings as presented within the experience-based framework of user engagement and demonstrate the complexity of users’ interactions with information content and systems in online news environments. This study extends the model of user engagement and contributes new insights into user’s experience in casual-leisure settings, such as online news, which has implications for other information domains. Abstract Copyright 2011 by American Society for Information Science and Technology

Abstract This chapter of The Fabric of Mobile Services: Software Paradigms and Business Demands contains sections titled: New Services and User Experience, User-Centered Simplicity and Experience, Methodologies for Simplicity and User Experience, and Case Studies: Simplifying Paradigms Abstract Copyright 2009 John Wiley & Sons, Inc.

Title: The Right Angle: Visual Portrayal of Products Affects Observers’ Impressions of Owners

Abstract Consumer products have long been known to influence observers’ impressions of product owners. The angle at which products are visually portrayed in advertisements, however, may be an overlooked factor in these effects. We hypothesize and find that portrayals of the same product from different viewpoints can prime different associations that color impressions of product and owner in parallel ways. In Study 1, automobiles were rated higher on status- and power-related traits (e.g., dominant , powerful ) when portrayed head-on versus in side profile, an effect found for sport utility vehicles (SUVs)—a category with a reputation for dominance—but not sedans. In Study 2, these portrayal-based associations influenced the impressions formed about the product’s owner: a target person was rated higher on status- and power-related traits when his SUV was portrayed head-on versus in side profile. These results suggest that the influence of visual portrayal extends beyond general evaluations of products to affect more specific impressions of products and owners alike, and highlight that primed traits are likely to influence impressions when compatible with other knowledge about the target. Abstract Copyright 2012 Wiley Periodicals, Inc

Title: The Counterfeit Self: The Deceptive Costs of Faking It

Abstract Although people buy counterfeit products to signal positive traits, we show that wearing counterfeit products makes individuals feel less authentic and increases their likelihood of both behaving dishonestly and judging others as unethical. In four experiments, participants wore purportedly fake or authentically branded sunglasses. Those wearing fake sunglasses cheated more across multiple tasks than did participants wearing authentic sunglasses, both when they believed they had a preference for counterfeits (Experiment 1a) and when they were randomly assigned to wear them (Experiment 1b). Experiment 2 shows that the effects of wearing counterfeit sunglasses extend beyond the self, influencing judgments of other people’s unethical behavior. Experiment 3 demonstrates that the feelings of inauthenticity that wearing fake products engenders—what we term the counterfeit selfmediate the impact of counterfeits on unethical behavior. Finally, we show that people do not predict the impact of counterfeits on ethicality; thus, the costs of counterfeits are deceptive. Abstract Copyright 2010 Francesca Gino, Michael I. Norton, and Dan Ariely3

Link: http://iwc.oxfordjournals.org/content/26/5/389.full.html?etoc

Menus are a key mechanism for organizing different commands in graphical user interfaces. Nowadays low-cost devices that allow using different interaction techniques in remote interfaces have become widespread. Nevertheless, their corresponding menus are direct adaptations from traditional ones. As a consequence, they are inaccurate and slow, and also produce tiredness. In this paper, we design, implement and evaluate a menu selection technique for remote interfaces, the Body Menu. This technique permits whole-body interaction and is specifically designed to take advantage of the proprioception sense. The Body Menu attaches virtual menu items to different parts of the body and selects them when the users reach these zones with their hands. We use the Microsoft Kinect to implement this system. Additionally, we compared it with the most representative menus, studied the best number of body parts to be used and analyzed how children interact with it. Abstract © 2013 Oxford University Publishing.

Link: http://iwc.oxfordjournals.org/content/26/5/403.full.html?etoc

We present the evaluation of an interactive audio map system that enables blind and partially sighted users to explore and navigate city maps from the safety of their home using simulated 3D audio and synthetic speech alone. We begin with a review of existing literature in the areas of spatial knowledge and wayfinding, auditory displays and auditory map systems, before describing how this research builds on and differentiates itself from this body of work. One key requirement was the ability to quantify the effectiveness of the audio map, so we describe the design and implementation of the evaluation, which took the form of a game downloaded by participants to their own computers. The results demonstrate that participants (blind, partially sighted and sighted) have acquired detailed spatial knowledge and also that the availability of positional audio cues significantly improves wayfinding performance. Abstract © 2013 Oxford University Publishing.

Link: http://iwc.oxfordjournals.org/content/26/5/417.full.html?etoc

Delegation is the practice of sharing authority with another individual to enable them to complete a specific task as a proxy. Practices to permit delegation can range from formal to informal arrangements and can involve spontaneous yet finely balanced notions of trust between people. This paper argues that delegation is a ubiquitous yet an unsupported feature of socio-technical computer systems and that this lack of support illustrates a particular neglect to the everyday financial practices of the more vulnerable people in society. Our contribution is to provide a first exploration of the domain of person-to-person delegation in digital payments, a particularly pressing context. We first report qualitative data collected across several studies concerning banking practices of individuals over 80 years of age. We then use analytical techniques centred upon identification of stakeholders, their concerns and interactions, to characterize the delegation practices we observed. We propose a Concerns Matrix as a suitable representation to capture conflicts in the needs of individuals in such complex socio-technical systems, and finally propose a putative design response in the form of a Helper Card. Abstract © 2013 Oxford University Publishing..

Link: Why We Love Beautiful Things

Great design, the management expert Gary Hamel once said, is like Justice Potter Stewart’s famous definition of pornography — you know it when you see it. You want it, too: brain scan studies reveal that the sight of an attractive product can trigger the part of the motor cerebellum that governs hand movement. Instinctively, we reach out for attractive things; beauty literally moves us. © 2013 New York Times

Link: http://www.bris.ac.uk/news/2013/9478.html

A new study has analysed tens of thousands of articles available to readers of online news and created a model to find out ‘what makes people click’. The aim of the study was to model the reading preferences for the audiences of 14 online news outlets using machine learning techniques. The models, describing the appeal of an article to each audience, were developed by linear functions of word frequencies. The models compared articles that became “most popular” on a given day in a given outlet with articles that did not. The research dentified the most attractive keywords, as well as the least attractive ones, and explained the choices readers made. Abstract © 2013 University of Bristol.

Title: Pointing and Selecting with Facial Activity

Abstract The aim of this paper was to evaluate the use of three facial actions (i.e. frowning, raising the eyebrows, and smiling) in selecting objects on a computer screen when gaze was used for pointing. Dwell time is the most commonly used selection technique in gaze-based interaction, and thus, a dwell time of 400 ms was used as a reference selection technique. A wireless, head-mounted prototype device that carried out eye tracking and contactless, capacitive measurement of facial actions was used for the interaction task. Participants (N=16) performed point-and-select tasks with three pointing distances (i.e. 60, 120 and 240 mm) and three target sizes (i.e. 25, 30 and 40 mm). Task completion times, pointing errors and throughput values based on Fitts’ law were used to compare the selection techniques. The participants also rated the techniques with subjective ratings scales. The results showed that the different techniques performed equally well in many respects. However, throughput values varied from 8.38 bits/s (raising the eyebrows) to 15.33 bits/s (smiling) and were comparable to or, in the case of smiling, better than in earlier research with similar interaction techniques. The dwell time was found to be the least accurate selection technique in terms of the magnitudes of point-and-select errors. Smiling technique was rated as more accurate to use than the frowning or the raising techniques. The results give further support for methods that combine facial behavior to eye tracking when interacting with technology.

Abstract Copyright 2014 Outi Tuisku1, Ville Rantanen, Oleg Špakov, Veikko Surakka and Jukka Lekkala

Title: Modeling Traditional Literacy, Internet Skills and Internet Usage: An Empirical Study

Abstract This paper focuses on the relationships among traditional literacy (reading, writing and understanding text), medium-related Internet skills (consisting of operational and formal skills), content-related Internet skills (consisting of information and strategic skills) and Internet usage types (information- and career-directed Internet use and entertainment use). We conducted a large-scale survey that resulted in a dataset of 1008 respondents. The results reveal the following: (i) traditional literacy has a direct effect on formal and information Internet skills and an indirect effect on strategic Internet skills and (ii) differences in types of Internet usage are indirectly determined by traditional literacy and directly affected by Internet skills, such that higher levels of strategic Internet skills result in more information- and career-directed Internet use. Traditional literacy is a pre-condition for the employment of Internet skills, and Internet skills should not be considered an easy means of disrupting historically grounded inequalities caused by differences in traditional literacy.

Abstract Copyright 2014 A.J.A.M. van Deursen and J.A.G.M. van Dijk

Title: Life Is Too Short to RTFM: How Users Relate to Documentation and Excess Features in Consumer Products

Abstract This paper addresses two common problems that users of various products and interfaces encounter—over-featured interfaces and product documentation. Over-featured interfaces are seen as a problem as they can confuse and over-complicate everyday interactions. Researchers also often claim that users do not read product documentation, although they are often exhorted to ‘RTFM’ (read the field manual). We conducted two sets of studies with users which looked at the issues of both manuals and excess features with common domestic and personal products. The quantitative set was a series of questionnaires administered to 170 people over 7 years. The qualitative set consisted of two 6-month longitudinal studies based on diaries and interviews with a total of 15 participants. We found that manuals are not read by the majority of people, and most do not use all the features of the products that they own and use regularly. Men are more likely to do both than women, and younger people are less likely to use manuals than middle-aged and older ones. More educated people are also less likely to read manuals. Over-featuring and being forced to consult manuals also appears to cause negative emotional experiences. Implications of these findings are discussed.

Abstract Copyright 2014 Alethea L. Blackler, Rafael Gomez, Vesna Popovic and M. Helen Thompson

Title: Effect of Age on Human–Computer Interface Control Via Neck Electromyography

Abstract The purpose of this study was to determine the effect of age on visuomotor tracking using submental and anterior neck surface electromyography (sEMG) to assess feasibility of computer control via neck musculature, which allows people with little remaining motor function to interact with computers. Thirty-two healthy adults participated: 16 younger adults aged 18–29 years and 16 older adults aged 69–85 years. Participants modulated sEMG to achieve targets presented at different amplitudes using real-time visual feedback. Root mean squared (RMS) error was used to quantify tracking performance. RMS error was increased for older adults relative to younger adults. Older adults demonstrated more RMS error than younger adults as a function of increasing target amplitude. The differential effects of age found on static tracking performance in anterior neck musculature suggest more difficult translation of human–computer interfaces controlled using anterior neck musculature for static tasks to older populations.

Abstract Copyright 2014 Gabrielle L. Hands and Cara E. Stepp

Title: Should I Stay or Should I Go? Improving Event Recommendation in the Social Web

Abstract This paper focuses on the recommendation of events in the Social Web, and addresses the problem of finding if, and to which extent, certain features, which are peculiar to events, are relevant in predicting the users’ interests and should thereby be taken into account in recommendation. We consider, in particular, three ‘additional’ features that are usually shown to users within social networking environments: reachability from the user location, the reputation of the event in the community and the participation of the user’s friends. Our study is aimed at evaluating whether adding this information to the description of the event type and topic, and including in the user profile the information on the relevance of these factors, can improve our capability to predict the user’s interest. We approached the problem by carrying out two surveys with users, who were asked to express their interest in a number of events. We then trained, by means of linear regression, a scoring function defined as a linear combination of the different factors, whose goal was to predict the user scores. We repeated this experiment under different hypotheses on the additional factors, in order to assess their relevance by comparing the predictive capabilities of the resulting functions. The compared results of our experiments show that additional factors, if properly weighted, can improve the prediction accuracy with an error reduction of 4.1%. The best results were obtained by combining content-based factors and additional factors in a proportion of ∼10:4.

Abstract Copyright 2014 Federica Cena, Silvia Likavec, Ilaria Lombardi and Claudia Picardi

Title: “I Need to Be Explicit: You’re Wrong”: Impact of Face Threats on Social Evaluations in Online Instructional Communication

Abstract Online instructional communication, as found in ask-an-expert forums, e-learning discussion boards or online help desks, creates situations that threaten the recipient’s face. This study analyzed the evaluation of face-threatening acts with a 1×3 design. An online forum thread confronted a layperson with an expert who either (a) addressed the layperson’s misconceptions directly and frankly, (b) mitigated face threats through explicit hints about the need to be direct or (c) communicated politely and indirectly. College students read these dialogues and assessed the expert communicator’s facework, recipient orientation, credibility and likability. Results showed that polite experts were evaluated most positively; explicit hints did not improve perceptions of face-threatening acts. This implies that users of instructional forums prefer communicators to be polite even when face threats are necessary. We discuss practical implications for different online instruction contexts and make suggestions for further research.

Abstract Copyright 2014 Regina Jucks, Lena Päuler and Benjamin Brummernhenrich

Title: The Potential of a Text-Based Interface as a Design Medium: An Experiment in a Computer Animation Environment

Abstract Since the birth of the concept of direct manipulation, the graphical user interface has been the dominant means of controlling digital objects. In this research, we hypothesize that the benefits of a text-based interface involve multiple tradeoffs, and we explore the potential of text as a medium of design from three perspectives: (i) the perceived level of control of the designed object, (ii) a tool for realizing creative ideas and (iii) an effective form for a highly learnable user interface. Our experiment in a computer animation environment shows that (i) participants did feel a high level of control of characters, (ii) creativity was both restricted and facilitated depending on the task and (iii) natural language expedited the learning of a new interface language. Our research provides experimental proof of the effect of a text-based interface and offers guidelines for the design of future computer-aided design applications.

Abstract Copyright 2014 Sangwon Lee and Jin Yan

Title: Framing a Set: Understanding the Curatorial Character of Personal Digital Bibliographies

Abstract We articulate a model of curatorship that emphasizes framing the character of the curated set as the focus of curatorial activity. This curatorial character is structured through the articulation, via mechanisms of selection, description and arrangement, of coherent classificatory principles. We describe the latest stage of a continuing project to examine the curatorial character of personal digital bibliographies, such as Pinterest boards, Flickr galleries and GoodReads shelves, and to support the design of such curatorially expressive personal collections. In the study reported here, 24 participants created personal bibliographies using either a structured design process, with explicit tasks for selecting, describing and arranging collection items, or an unstructured process that did not separate these activities. Our findings lead to a more complex understanding of personal collections as curatorial, expressive artifacts. We explore the role of cohesion as a quality that facilitates expression of the curatorial frame, and we find that when designers read source materials as a part of a set, they are more likely to write cohesive collections. Our findings also suggest that the curatorial act involves both the definition of abstract classificatory principles and their instantiation in a specific material environment. We describe various framing devices that facilitate these reading and writing activities, and we suggest design directions for supporting curatorial reading and writing tasks.

Abstract Copyright 2014 Melanie Feinberg, Ramona Broussard and Eryn Whitworth

Title: Identifying Problems Associated with Focus and Context Awareness in 3D Modelling Tasks

Abstract Creating complex 3D models is a challenging process. One of the main reasons for this is that 3D models are usually created using software developed for conventional 2D displays which lack true depth perspective, and therefore do not support correct perception of spatial placement and depth-ordering of displayed content. As a result, modellers often have to deal with many overlapping components of 3D models (e.g. vertices, edges, faces, etc.) on a 2D display surface. This in turn causes them to have difficulties in distinguishing distances, maintaining position and orientation awareness, etc. To better understand the nature of these problems, which can collectively be defined as ‘focus and context awareness’ problems, we have conducted a pilot study with a group of novice 3D modellers, and a series of interviews with a group of professional 3D modellers. This article presents these two studies, and their findings, which have resulted in identifying a set of focus and context awareness problems that modellers face in creating 3D models using conventional modelling software. The article also provides a review of potential solutions to these problems in the related literature.

Abstract Copyright 2014 Masood Masoodian, Azmi bin Mohd Yusof and Bill Rogers

Abstract The goal of user experience design in industry is to improve customer satisfaction and loyalty through the utility, ease of use, and pleasure provided in the interaction with a product. So far, user experience studies have mostly focused on short-term evaluations and consequently on aspects relating to the initial adoption of new product designs. Nevertheless, the relationship between the user and the product evolves over long periods of time and the relevance of prolonged use for market success has been recently highlighted. In this paper, we argue for the cost-effective elicitation of longitudinal user experience data. We propose a method called the “UX Curve” which aims at assisting users in retrospectively reporting how and why their experience with a product has changed over time. The usefulness of the UX Curve method was assessed in a qualitative study with 20 mobile phone users. In particular, we investigated how users’ specific memories of their experiences with their mobile phones guide their behavior and their willingness to recommend the product to others. The results suggest that the UX Curve method enables users and researchers to determine the quality of long-term user experience and the influences that improve user experience over time or cause it to deteriorate. The method provided rich qualitative data and we found that an improving trend of perceived attractiveness of mobile phones was related to user satisfaction and willingness to recommend their phone to friends. This highlights that sustaining perceived attractiveness can be a differentiating factor in the user acceptance of personal interactive products such as mobile phones. The study suggests that the proposed method can be used as a straightforward tool for understanding the reasons why user experience improves or worsens in long-term product use and how these reasons relate to customer loyalty.

Abstract Copyright 2011 Sari Kujalaa, Virpi Rotob, Kaisa Väänänen-Vainio-Mattilaa, Evangelos Karapanosc and Arto Sinneläa

Title: Researching Young Children’s Everyday Uses of Technology in the Family Home

Abstract Studies of the everyday uses of technology in family homes have tended to overlook the role of children and, in particular, young children. A study that was framed by an ecocultural approach focusing on children’s play and learning with toys and technologies is used to illustrate some of the methodological challenges of conducting research with young children in the home. This theoretical framework enabled us to identify and develop a range of methods that illuminated the home’s unique mix of inhabitants, learning opportunities and resources and to investigate parents’ ethnotheories, or cultural beliefs, that gave rise to the complex of practices, values and attitudes and their intersections with technology and support for learning in the home. This resulted in a better understanding of the role of technology in the lives of these 3- and 4-year-old children.

Abstract Copyright 2014 Lydia Plowman

Title: Measuring web usability using item response theory: Principles, features and opportunities

Abstract Usability is considered a critical issue on the web that determines either the success or the failure of a company. Thus, the evaluation of usability has gained substantial attention. However, most current tools for usability evaluation have some limitations, such as excessive generality and a lack of reliability and validity. The present work proposes the construction of a tool to measure usability in e-commerce websites using item response theory (IRT). While usability issues have only been considered in theoretical or empirical contexts, in this study, we discuss them from a mathematical point of view using IRT. In particular, we develop a standardised scale to measure usability in e-commerce websites. This study opens a new field of research in the ergonomics of interfaces with respect to the development of scales using IRT.

Abstract Copyright 2011 Rafael Tezzaa, Antonio Cezar Borniaa and Dalton Francisco de Andrade

Title: Everything Science Knows Right Now About Standing Desks

Abstract If it wasn’t already clear through common sense, it’s become painfully clear through science that sitting all day is terrible for your health. What’s especially alarming about this evidence is that extra physical activity doesn’t seem to offset the costs of what researchers call “prolonged sedentary time.” Just as jogging and tomato juice don’t make up for a night of smoking and drinking, a little evening exercise doesn’t erase the physical damage done by a full work day at your desk.

In response some people have turned to active desks—be it a standing workspace or even a treadmill desk—but the research on this recent trend has been too scattered to draw clear conclusions on its benefits (and potential drawbacks). At least until now. A trio of Canada-based researchers has analyzed the strongest 23 active desk studies to draw some conclusions on how standing and treadmill desks impact both physiological health and psychological performance. Abstract Copyright 2015 Eric Jaffe

Send Us Your Research References: If you have interesting and relevant research references post, post content as comment below for possible inclusion in next year’s updated list.

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Angry Birds UX: Why Angry Birds is so successful and popular: a cognitive teardown of the user experience (1.5 million page views). https://live-mauro-usability-science.pantheonsite.io/blog/why-angry-birds-is-so-successful-a-cognitive-teardown-of-the-user-experience/

research paper on ui ux design

Apple v. Samsung: Impact and Implications for Product Design, User Interface Design (UX), Software Development and the Future of High-Technology Consumer Products https://live-mauro-usability-science.pantheonsite.io/blog/apple-v-samsung-implications-for-product-design-user-interface-ux-design-software-development-and-the-future-of-high-technology-consumer-products/

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Journal of User Experience

Volume 18, Issue 4

August 2023

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  • Approaches and case studies in UX education and training

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Design, User Experience, and Usability: UX Research and Design

10th International Conference, DUXU 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part I

  • Conference proceedings
  • © 2021
  • Marcelo M. Soares 0 ,
  • Elizabeth Rosenzweig 1 ,
  • Aaron Marcus 2

Hunan University, School of Design, Changsha, China

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World Usability Day and Rabb School of Continuing Studies, Division of Graduate Professional Studies, Brandeis University, Newton Center, USA

Aaron marcus and associates, berkeley, usa.

Part of the book series: Lecture Notes in Computer Science (LNCS, volume 12779)

Part of the book sub series: Information Systems and Applications, incl. Internet/Web, and HCI (LNISA)

Included in the following conference series:

  • HCII: International Conference on Human-Computer Interaction

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About this book

The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of DUXU 2021, Part I, are organized in topical sections named: UX Design Methods and Techniques; Methods and Techniques for UX Research; Visual Languages and Information Visualization; Design Education and Practice.

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Understanding Usability and Human-Centered Design Principles

  • artificial intelligence
  • communication systems
  • computer hardware
  • computer networks
  • computer science
  • computer systems
  • computer vision
  • engineering
  • human engineering
  • Human-Computer Interaction (HCI)
  • signal processing
  • software architecture
  • software design
  • software engineering
  • telecommunication systems
  • user experience
  • user interfaces

Table of contents (45 papers)

Front matter, ux design methods and techniques, a prototyping framework for human-centered product design: preliminary validation study.

  • Salman Ahmed, H. Onan Demirel

A Framework Based on UCD and Scrum for the Software Development Process

  • Daniela Argumanis, Arturo Moquillaza, Freddy Paz

Science Fiction—An Untapped Opportunity in HCI Research and Education

  • Philipp Jordan, Paula Alexandra Silva

To What Extent is Gamification an Effective Tool for Onboarding Users into a DHM Tool

  • Ari Kolbeinsson, Adam Palmquist, Jessica Lindblom, Juan Luis Jiménez Sánchez

Newspapers Do Work: Quick and Effective Entanglement Material for Speculation

  • Wan-Chen Lee, Hsiu-Chen Tseng, Rung-Huei Liang

Changes of Designers’ Roles Based on Self-organizing Design Institutions

  • Wenjing Li, Jia Liu, Yinan Zhang, DanDan Yu

A Systematic Review of User-Centered Design Techniques Applied to the Design of Mobile Application User Interfaces

  • Percy Quezada, Rony Cueva, Freddy Paz

Interactionist Approach to Visual Aesthetics in HCI

  • Johanna Silvennoinen

Construction of a Novel Production Develop Decision Model Based on Text Mined

  • Tianxiong Wang, Xin Sun, Meiyu Zhou, Xian Gao

Development of User-Centred Interaction Design Patterns for the International Data Space

  • Torsten Werkmeister

Envisioning Educational Product User eXperience Through Participatory Design Practice

  • Di Zhu, Sihao Cai, Chenhong Yang, Ruilin Wang, Liuyi Zhao, Siqi Feng et al.

Methods and Techniques for UX Research

Operational usability heuristics: a question-based approach for facilitating the detection of usability problems.

  • Anas Abulfaraj, Adam Steele

Integration of User Experience and Agile Techniques for Requirements Analysis: A Systematic Review

  • Silvana Almeyda, Claudia Zapata Del Río, Dennis Cohn

Is Your App Conducive to Behaviour Change? A Novel Heuristic Evaluation

  • Roxana M. Barbu

Understanding Customer Value Propositions Through the Lens of Value Equations Method: A Systematic Approach

  • Jerica Drapp, Sasanka Prabhala

Developing and Validating a Set of Usability and Security Metrics for ATM Interfaces

  • Fiorella Falconi, Arturo Moquillaza, Joel Aguirre, Freddy Paz

Challenges and Opportunities on the Application of Heuristic Evaluations: A Systematic Literature Review

  • Adrian Lecaros, Freddy Paz, Arturo Moquillaza

Other volumes

Human-computer interaction. theory, methods and tools, human-computer interaction. interaction techniques and novel applications, human-computer interaction. design and user experience case studies, human interface and the management of information. information presentation and visualization, human interface and the management of information. information-rich and intelligent environments, engineering psychology and cognitive ergonomics, universal access in human-computer interaction. design methods and user experience, universal access in human-computer interaction. access to media, learning and assistive environments, virtual, augmented and mixed reality, cross-cultural design. experience and product design across cultures, cross-cultural design. applications in arts, learning, well-being, and social development, cross-cultural design. applications in cultural heritage, tourism, autonomous vehicles, and intelligent agents, social computing and social media: experience design and social network analysis, social computing and social media: applications in marketing, learning, and health, augmented cognition, digital human modeling and applications in health, safety, ergonomics and risk management. human body, motion and behavior, digital human modeling and applications in health, safety, ergonomics and risk management. ai, product and service, design, user experience, and usability: design for diversity, well-being, and social development, design, user experience, and usability: design for contemporary technological environments, distributed, ambient and pervasive interactions, hci in business, government and organizations, learning and collaboration technologies: new challenges and learning experiences, learning and collaboration technologies: games and virtual environments for learning, human aspects of it for the aged population. technology design and acceptance, human aspects of it for the aged population. supporting everyday life activities, hci for cybersecurity, privacy and trust, hci in games: experience design and game mechanics, hci in games: serious and immersive games, hci in mobility, transport, and automotive systems, adaptive instructional systems. design and evaluation, adaptive instructional systems. adaptation strategies and methods, culture and computing. interactive cultural heritage and arts, culture and computing. design thinking and cultural computing, design, operation and evaluation of mobile communications, artificial intelligence in hci, hci international 2021 - late breaking papers: design and user experience, hci international 2021 - late breaking papers: multimodality, extended reality, and artificial intelligence, hci international 2021 - late breaking papers: cognition, inclusion, learning, and culture, hci international 2021 - late breaking papers: hci applications in health, transport, and industry, hci international 2021 - posters, hci international 2021 - late breaking posters, editors and affiliations.

Marcelo M. Soares

Elizabeth Rosenzweig

Aaron Marcus

Bibliographic Information

Book Title : Design, User Experience, and Usability: UX Research and Design

Book Subtitle : 10th International Conference, DUXU 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part I

Editors : Marcelo M. Soares, Elizabeth Rosenzweig, Aaron Marcus

Series Title : Lecture Notes in Computer Science

DOI : https://doi.org/10.1007/978-3-030-78221-4

Publisher : Springer Cham

eBook Packages : Computer Science , Computer Science (R0)

Copyright Information : Springer Nature Switzerland AG 2021

Softcover ISBN : 978-3-030-78220-7 Published: 06 June 2021

eBook ISBN : 978-3-030-78221-4 Published: 03 July 2021

Series ISSN : 0302-9743

Series E-ISSN : 1611-3349

Edition Number : 1

Number of Pages : XXXII, 670

Number of Illustrations : 118 b/w illustrations, 297 illustrations in colour

Topics : User Interfaces and Human Computer Interaction , Information Systems Applications (incl. Internet) , Artificial Intelligence , Computer Systems Organization and Communication Networks

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Please note you do not have access to teaching notes, artificial intelligence (ai) for user experience (ux) design: a systematic literature review and future research agenda.

Information Technology & People

ISSN : 0959-3845

Article publication date: 29 August 2023

Issue publication date: 3 September 2024

The aim of this article is to map the use of AI in the user experience (UX) design process. Disrupting the UX process by introducing novel digital tools such as artificial intelligence (AI) has the potential to improve efficiency and accuracy, while creating more innovative and creative solutions. Thus, understanding how AI can be leveraged for UX has important research and practical implications.

Design/methodology/approach

This article builds on a systematic literature review approach and aims to understand how AI is used in UX design today, as well as uncover some prominent themes for future research. Through a process of selection and filtering, 46 research articles are analysed, with findings synthesized based on a user-centred design and development process.

The authors’ analysis shows how AI is leveraged in the UX design process at different key areas. Namely, these include understanding the context of use, uncovering user requirements, aiding solution design, and evaluating design, and for assisting development of solutions. The authors also highlight the ways in which AI is changing the UX design process through illustrative examples.

Originality/value

While there is increased interest in the use of AI in organizations, there is still limited work on how AI can be introduced into processes that depend heavily on human creativity and input. Thus, the authors show the ways in which AI can enhance such activities and assume tasks that have been typically performed by humans.

  • Artificial intelligence
  • Machine learning
  • User experience
  • User interface
  • User-centred design process
  • Systematic literature review

Acknowledgements

Since acceptance of this article, the following author(s) have updated their affiliation(s): Patrick Mikalef is at the Department of Technology Management, SINTEF Digital, Trondheim, Norway and Efpraxia D. Zamani is at the Durham Business School, Durham University, Durham, UK.

Stige, Å. , Zamani, E.D. , Mikalef, P. and Zhu, Y. (2024), "Artificial intelligence (AI) for user experience (UX) design: a systematic literature review and future research agenda", Information Technology & People , Vol. 37 No. 6, pp. 2324-2352. https://doi.org/10.1108/ITP-07-2022-0519

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What is UX Research: The Ultimate Guide for UX Researchers

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The UX researcher’s toolkit: 11 UX research methods and when to use them

After defining your objectives and planning your research framework, it’s time to choose the research technique that will best serve your project's goals and yield the right insights. While user research is often treated as an afterthought, it should inform every design decision. In this chapter, we walk you through the most common research methods and help you choose the right one for you.

ux research methods illustration

What are UX research methods?

A UX research method is a way of generating insights about your users, their behavior, motivations, and needs.

These methods help:

  • Learn about user behavior and attitudes
  • Identify key pain points and challenges in the user interface
  • Develop user personas to identify user needs and drive solutions
  • Test user interface designs to see what works and what doesn’t

You can use research methodologies like user interviews, surveys, focus groups, card sorting, usability testing to identify user challenges and turn them into opportunities to improve the user experience.

More of a visual learner? Check out this video for a speedy rundown. If you’re ready to get stuck in, jump straight to our full breakdown .

The most common types of user research

First, let’s talk about the types of UX research. Every individual research method falls under these types, which reflect different goals and objectives for conducting research.

Here’s a quick overview:

ux research methods

Qualitative vs. quantitative

All research methods are either quantitative or qualitative . Qualitative research focuses on capturing subjective insights into users' experiences. It aims to understand the underlying reasons, motivations, and behaviors of individuals.

Quantitative research, on the other hand, involves collecting and analyzing numerical data to identify patterns, trends, and significance. It aims to quantify user behaviors, preferences, and attitudes, allowing for generalizations and statistical insights.

qualitative research quantitative research

Qualitative research also typically involves a smaller sample size than quantitative research. Nielsen Norman Group recommends 40 participants—see our full rundown of how many user testers you need for different research methods .

Attitudinal vs. behavioral

Attitudinal research is about understanding users' attitudes, perceptions, and beliefs. It delves into the 'why' behind user decisions and actions. It often involves surveys or interviews where users are asked about their feelings, preferences, or perceptions towards a product or service. It's subjective in nature, aiming to capture people's emotions and opinions.

Behavioral research is about what users do rather than what they say they do or would do. This kind of research is often based on observation methods like usability testing, eye-tracking, or heat maps to understand user behavior.

attitudinal research behavioral research

Generative vs. evaluative

Generative research is all about generating new ideas, concepts, and insights to fuel the design process. You might run brainstorming sessions with groups of users, card sorting, and co-design sessions to inspire creativity and guide the development of user-centered solutions.

On the other hand, evaluative research focuses on assessing the usability, effectiveness, and overall quality of existing designs or prototypes. Once you’ve developed a prototype of your product, it's time to evaluate its strengths and weaknesses. You can compare different versions of a product design or feature through A/B testing—ensuring your UX design meets user needs and expectations.

generative vs evaluative research

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research paper on ui ux design

11 Best UX research methods and when to use them

There are various UX research techniques—each method serves a specific purpose and can provide unique insights into user behaviors and preferences. In this section, we’ll highlight the most common research techniques you need to know.

Read on for an at-a-glance table, and full breakdown of each method.

User interviews One-on-one open-ended and guided discussions Start and end of your project Qualitative
Generative
Field studies Observe people in their natural environment All stages Qualitative
Behavioral
Focus group Group discussions facilitated by a moderator Start and end of your project Qualitative
Generative
Diary studies Users keep a diary to track interactions and  experience with a product Start of your project Qualitative
Evaluative
Surveys Asking people open or closed questions All stages

Qualitative
Quantitative
Attitudinal
Generative
Evaluative

Card sorting Users sort information and ideas into groups that makes sense to them Start of your project

Qualitative
Generative
Attitudinal

Tree testing Assess the findability and organization of information as users navigate a stripped-down IA Start of your design or redesign process

Quantitative
Behavioral
Evaluative

Usability testing Users perform a set of tasks in a controlled setting All stages

Qualitative Behavioral
Evaluative

Five second testing Collect immediate impressions within a short timeframe During initial ideation and throughout design Attitudinal
Evaluative
A/B testing Compare two versions of a solution All stages

Quantitative
Evaluative

Concept testing Evaluate the feasibility, appeal, and potential success of a new product During initial ideation, design, and before launch

Qualitative
Generative

1. User interviews

Tl;dr: user interviews.

Directly ask users about their experiences with a product to understand their thoughts, feelings, and problems

✅ Provides detailed insights that survey may miss ❌ May not represent the wider user base; depends on user’s memory and honesty

User interviews are a qualitative research method that involves having open-ended and guided discussions with users to gather in-depth insights about their experiences, needs, motivations, and behaviors.

Typically, you would ask a few questions on a specific topic during a user interview and analyze participants' answers. The results you get will depend on how well you form and ask questions, as well as follow up on participants’ answers.

“As a researcher, it's our responsibility to drive the user to their actual problems,” says Yuliya Martinavichene , User Experience Researcher at Zinio. She adds, “The narration of incidents can help you analyze a lot of hidden details with regard to user behavior.”

That’s why you should:

  • Start with a wide context : Make sure that your questions don’t start with your product
  • Ask questions: Always ask questions that focus on the tasks that users are trying to complete
  • Invest in analysis : Get transcripts done and share the findings with your team

Tanya Nativ , Design Researcher at Sketch recommends defining the goals and assumptions internally. “Our beliefs about our users’ behavior really help to structure good questions and get to the root of the problem and its solution,” she explains.

It's easy to be misunderstood if you don't have experience writing interview questions. You can get someone to review them for you or use our Question Bank of 350+ research questions .

When to conduct user interviews

This method is typically used at the start and end of your project. At the start of a project, you can establish a strong understanding of your target users, their perspectives, and the context in which they’ll interact with your product. By the end of your project, new user interviews—often with a different set of individuals—offer a litmus test for your product's usability and appeal, providing firsthand accounts of experiences, perceived strengths, and potential areas for refinement.

2. Field studies

Tl;dr: field studies.

Observe users in their natural environment to inform design decisions with real-world context

✅ Provides contextual insights into user behavior in real-world situations ✅ Helps identify external factors and conditions that influence user experience ❌ Can be time-consuming and resource-intensive to conduct ❌ Participants may behave differently when they know they are being observed (Hawthorne effect)

Field studies—also known as ethnographic research—are research activities that take place in the user’s environment rather than in your lab or office. They’re a great method for uncovering context, unknown motivations, or constraints that affect the user experience.

An advantage of field studies is observing people in their natural environment, giving you a glimpse at the context in which your product is used. It’s useful to understand the context in which users complete tasks, learn about their needs, and collect in-depth user stories.

When to conduct field studies

This method can be used at all stages of your project—two key times you may want to conduct field studies are:

  • As part of the discovery and exploration stage to define direction and understand the context around when and how users interact with the product
  • During usability testing, once you have a prototype, to evaluate the effectiveness of the solution or validate design assumptions in real-world contexts

3. Focus groups

Tl;dr: focus groups.

Gather qualitative data from a group of users discussing their experiences and opinions about a product

✅ Allows for diverse perspectives to be shared and discussed ❌ Group dynamics may influence individual opinions

A focus group is a qualitative research method that includes the study of a group of people, their beliefs, and opinions. It’s typically used for market research or gathering feedback on products and messaging.

Focus groups can help you better grasp:

  • How users perceive your product
  • What users believe are a product’s most important features
  • What problems do users experience with the product

As with any qualitative research method, the quality of the data collected through focus groups is only as robust as the preparation. So, it’s important to prepare a UX research plan you can refer to during the discussion.

Here’s some things to consider:

  • Write a script to guide the conversation
  • Ask clear, open-ended questions focused on the topics you’re trying to learn about
  • Include around five to ten participants to keep the sessions focused and organized

When to conduct focus groups

It’s easier to use this research technique when you're still formulating your concept, product, or service—to explore user preferences, gather initial reactions, and generate ideas. This is because, in the early stages, you have flexibility and can make significant changes without incurring high costs.

Another way some researchers employ focus groups is post-launch to gather feedback and identify potential improvements. However, you can also use other methods here which may be more effective for identifying usability issues. For example, a platform like Maze can provide detailed, actionable data about how users interact with your product. These quantitative results are a great accompaniment to the qualitative data gathered from your focus group.

4. Diary studies

Tl;dr: diary studies.

Get deep insights into user thoughts and feelings by having them keep a product-related diary over a set period of time, typically a couple of weeks

✅ Gives you a peak into how users interact with your product in their day-to-day ❌ Depends on how motivated and dedicated the users are

Diary studies involve asking users to track their usage and thoughts on your product by keeping logs or diaries, taking photos, explaining their activities, and highlighting things that stood out to them.

“Diary studies are one of the few ways you can get a peek into how users interact with our product in a real-world scenario,” says Tanya.

A diary study helps you tell the story of how products and services fit into people’s daily lives, and the touch-points and channels they choose to complete their tasks.

There’s several key questions to consider before conducting diary research, from what kind of diary you want—freeform or structured, and digital or paper—to how often you want participants to log their thoughts.

  • Open, ‘freeform’ diary: Users have more freedom to record what and when they like, but can also lead to missed opportunities to capture data users might overlook
  • Closed, ‘structured; diary: Users follow a stricter entry-logging process and answer pre-set questions

Remember to determine the trigger: a signal that lets the participants know when they should log their feedback. Tanya breaks these triggers down into the following:

  • Interval-contingent trigger : Participants fill out the diary at specific intervals such as one entry per day, or one entry per week
  • Signal-contingent trigger : You tell the participant when to make an entry and how you would prefer them to communicate it to you as well as your preferred type of communication
  • Event-contingent trigger : The participant makes an entry whenever a defined event occurs

When to conduct diary studies

Diary studies are often valuable when you need to deeply understand users' behaviors, routines, and pain points in real-life contexts. This could be when you're:

  • Conceptualizing a new product or feature: Gain insights into user habits, needs, and frustrations to inspire your design
  • Trying to enhance an existing product: Identify areas where users are having difficulties or where there are opportunities for better user engagement

TL;DR: Surveys

Collect quantitative data from a large sample of users about their experiences, preferences, and satisfaction with a product

✅ Provides a broad overview of user opinions and trends ❌ May lack in-depth insights and context behind user responses

Although surveys are primarily used for quantitative research, they can also provided qualitative data, depending on whether you use closed or open-ended questions:

  • Closed-ended questions come with a predefined set of answers to choose from using formats like rating scales, rankings, or multiple choice. This results in quantitative data.
  • Open-ended question s are typically open-text questions where test participants give their responses in a free-form style. This results in qualitative data.

Matthieu Dixte , Product Researcher at Maze, explains the benefit of surveys: “With open-ended questions, researchers get insight into respondents' opinions, experiences, and explanations in their own words. This helps explore nuances that quantitative data alone may not capture.”

So, how do you make sure you’re asking the right survey questions? Gregg Bernstein , UX Researcher at Signal, says that when planning online surveys, it’s best to avoid questions that begin with “How likely are you to…?” Instead, Gregg says asking questions that start with “Have you ever… ?” will prompt users to give more specific and measurable answers.

Make sure your questions:

  • Are easy to understand
  • Don't guide participants towards a particular answer
  • Include both closed-ended and open-ended questions
  • Respect users and their privacy
  • Are consistent in terms of format

To learn more about survey design, check out this guide .

When to conduct surveys

While surveys can be used at all stages of project development, and are ideal for continuous product discovery , the specific timing and purpose may vary depending on the research goals. For example, you can run surveys at:

  • Conceptualization phase to gather preliminary data, and identify patterns, trends, or potential user segments
  • Post-launch or during iterative design cycles to gather feedback on user satisfaction, feature usage, or suggestions for improvements

6. Card sorting

Tl;dr: card sorting.

Understand how users categorize and prioritize information within a product or service to structure your information in line with user expectations

✅ Helps create intuitive information architecture and navigation ❌ May not accurately reflect real-world user behavior and decision-making

Card sorting is an important step in creating an intuitive information architecture (IA) and user experience. It’s also a great technique to generate ideas, naming conventions, or simply see how users understand topics.

In this UX research method, participants are presented with cards featuring different topics or information, and tasked with grouping the cards into categories that make sense to them.

There are three types of card sorting:

  • Open card sorting: Participants organize topics into categories that make sense to them and name those categories, thus generating new ideas and names
  • Hybrid card sorting: Participants can sort cards into predefined categories, but also have the option to create their own categories
  • Closed card sorting: Participants are given predefined categories and asked to sort the items into the available groups

Table showing differences between three card sorting types: open, closed, hybrid

Card sorting type comparison table

You can run a card sorting session using physical index cards or digitally with a UX research tool like Maze to simulate the drag-and-drop activity of dividing cards into groups. Running digital card sorting is ideal for any type of card sort, and moderated or unmoderated sessions .

Read more about card sorting and learn how to run a card sorting session here .

When to conduct card sorting

Card sorting isn’t limited to a single stage of design or development—it can be employed anytime you need to explore how users categorize or perceive information. For example, you may want to use card sorting if you need to:

  • Understand how users perceive ideas
  • Evaluate and prioritize potential solutions
  • Generate name ideas and understand naming conventions
  • Learn how users expect navigation to work
  • Decide how to group content on a new or existing site
  • Restructure information architecture

7. Tree testing

Tl;dr: tree testing.

Evaluate the findability of existing information within a product's hierarchical structure or navigation

✅ Identifies potential issues in the information architecture ❌ Focuses on navigation structure, not visual design or content

During tree testing a text-only version of the site is given to your participants, who are asked to complete a series of tasks requiring them to locate items on the app or website.

The data collected from a tree test helps you understand where users intuitively navigate first, and is an effective way to assess the findability, labeling, and information architecture of a product.

We recommend keeping these sessions short, ranging from 15 to 20 minutes, and asking participants to complete no more than ten tasks. This helps ensure participants remain focused and engaged, leading to more reliable and accurate data, and avoiding fatigue.

If you’re using a platform like Maze to run remote testing, you can easily recruit participants based on various demographic filters, including industry and country. This way, you can uncover a broader range of user preferences, ensuring a more comprehensive understanding of your target audience.

To learn more about tree testing, check out this chapter .

When to conduct tree testing

Tree testing is often done at an early stage in the design or redesign process. That’s because it’s more cost-effective to address errors at the start of a project—rather than making changes later in the development process or after launch.

However, it can be helpful to employ tree testing as a method when adding new features, particularly alongside card sorting.

While tree testing and card sorting can both help you with categorizing the content on a website, it’s important to note that they each approach this from a different angle and are used at different stages during the research process. Ideally, you should use the two in tandem: card sorting is recommended when defining and testing a new website architecture, while tree testing is meant to help you test how the navigation performs with users.

8. Usability testing

Tl;dr: usability testing.

Observe users completing specific tasks with a product to identify usability issues and potential improvements

✅ Provides direct insights into user behavior and reveals pain points ❌ Conducted in a controlled environment, may not fully represent real-world usage

Usability testing evaluates your product with people by getting them to complete tasks while you observe and note their interactions (either during or after the test). The goal of conducting usability testing is to understand if your design is intuitive and easy to use. A sign of success is if users can easily accomplish their goals and complete tasks with your product.

There are various usability testing methods that you can use, such as moderated vs. unmoderated or qualitative vs. quantitative —and selecting the right one depends on your research goals, resources, and timeline.

Usability testing is usually performed with functional mid or hi-fi prototypes . If you have a Figma, InVision, Sketch, or prototype ready, you can import it into a platform like Maze and start testing your design with users immediately.

The tasks you create for usability tests should be:

  • Realistic, and describe a scenario
  • Actionable, and use action verbs (create, sign up, buy, etc)

Be mindful of using leading words such as ‘click here’ or ‘go to that page’ in your tasks. These instructions bias the results by helping users complete their tasks—something that doesn’t happen in real life.

✨ Product tip

With Maze, you can test your prototype and live website with real users to filter out cognitive biases, and gather actionable insights that fuel product decisions.

When to conduct usability testing

To inform your design decisions, you should do usability testing early and often in the process . Here are some guidelines to help you decide when to do usability testing:

  • Before you start designing
  • Once you have a wireframe or prototype
  • Prior to the launch of the product
  • At regular intervals after launch

To learn more about usability testing, check out our complete guide to usability testing .

9. Five-second testing

Tl;dr: five-second testing.

Gauge users' first impressions and understanding of a design or layout

✅ Provides insights into the instant clarity and effectiveness of visual communication ❌ Limited to first impressions, does not assess full user experience or interaction

In five-second testing , participants are (unsurprisingly) given five seconds to view an image like a design or web page, and then they’re asked questions about the design to gauge their first impressions.

Why five seconds? According to data , 55% of visitors spend less than 15 seconds on a website, so it;s essential to grab someone’s attention in the first few seconds of their visit. With a five-second test, you can quickly determine what information users perceive and their impressions during the first five seconds of viewing a design.

Product tip 💡

And if you’re using Maze, you can simply upload an image of the screen you want to test, or browse your prototype and select a screen. Plus, you can star individual comments and automatically add them to your report to share with stakeholders.

When to conduct five-second testing

Five-second testing is typically conducted in the early stages of the design process, specifically during initial concept testing or prototype development. This way, you can evaluate your design's initial impact and make early refinements or adjustments to ensure its effectiveness, before putting design to development.

To learn more, check out our chapter on five-second testing .

10. A/B testing

Tl;dr: a/b testing.

Compare two versions of a design or feature to determine which performs better based on user engagement

✅ Provides data-driven insights to guide design decisions and optimize user experience ❌ Requires a large sample size and may not account for long-term effects or complex interactions

A/B testing , also known as split testing, compares two or more versions of a webpage, interface, or feature to determine which performs better regarding engagement, conversions, or other predefined metrics.

It involves randomly dividing users into different groups and giving each group a different version of the design element being tested. For example, let's say the primary call-to-action on the page is a button that says ‘buy now’.

You're considering making changes to its design to see if it can lead to higher conversions, so you create two versions:

  • Version A : The original design with the ‘buy now’ button positioned below the product description—shown to group A
  • Version B : A variation with the ‘buy now’ button now prominently displayed above the product description—shown to group B

Over a planned period, you measure metrics like click-through rates, add-to-cart rates, and actual purchases to assess the performance of each variation. You find that Group B had significantly higher click-through and conversion rates than Group A. This indicates that showing the button above the product description drove higher user engagement and conversions.

Check out our A/B testing guide for more in-depth examples and guidance on how to run these tests.

When to conduct A/B testing

A/B testing can be used at all stages of the design and development process—whenever you want to collect direct, quantitative data and confirm a suspicion, or settle a design debate. This iterative testing approach allows you to continually improve your website's performance and user experience based on data-driven insights.

11. Concept testing

Tl;dr: concept testing.

Evaluate users' reception and understanding of a new product, feature, or design idea before moving on to development

✅ Helps validate and refine concepts based on user feedback ❌ Relies on users' perception and imagination, may not reflect actual use

Concept testing is a type of research that evaluates the feasibility, appeal, and potential success of a new product before you build it. It centers the user in the ideation process, using UX research methods like A/B testing, surveys, and customer interviews.

There’s no one way to run a concept test—you can opt for concept testing surveys, interviews, focus groups, or any other method that gets qualitative data on your concept.

*Dive into our complete guide to concept testing for more tips and tricks on getting started. *

When to conduct concept testing

Concept testing helps gauge your audience’s interest, understanding, and likelihood-to-purchase, before committing time and resources to a concept. However, it can also be useful further down the product development line—such as when defining marketing messaging or just before launching.

Which is the best UX research type?

The best research type varies depending on your project; what your objectives are, and what stage you’re in. Ultimately, the ideal type of research is one which provides the insights required, using the available resources.

For example, if you're at the early ideation or product discovery stage, generative research methods can help you generate new ideas, understand user needs, and explore possibilities. As you move to the design and development phase, evaluative research methods and quantitative data become crucial.

Discover the UX research trends shaping the future of the industry and why the best results come from a combination of different research methods.

How to choose the right user experience research method

In an ideal world, a combination of all the insights you gain from multiple types of user research methods would guide every design decision. In practice, this can be hard to execute due to resources.

Sometimes the right methodology is the one you can get buy-in, budget, and time for.

Gregg Bernstein, UX Researcher at Signal

Gregg Bernstein , UX Researcher at Signal

UX research tools can help streamline the research process, making regular testing and application of diverse methods more accessible—so you always keep the user at the center of your design process. Some other key tips to remember when choosing your method are:

Define the goals and problems

A good way to inform your choice of user experience research method is to start by considering your goals. You might want to browse UX research templates or read about examples of research.

Michael Margolis , UX Research Partner at Google Ventures, recommends answering questions like:

  • “What do your users need?”
  • “What are your users struggling with?”
  • “How can you help your users?”

Understand the design process stage

If your team is very early in product development, generative research —like field studies—make sense. If you need to test design mockups or a prototype, evaluative research methods—such as usability testing—will work best.

This is something they’re big on at Sketch, as we heard from Design Researcher, Tanya Nativ. She says, “In the discovery phase, we focus on user interviews and contextual inquiries. The testing phase is more about dogfooding, concept testing, and usability testing. Once a feature has been launched, it’s about ongoing listening.”

Consider the type of insights required

If you're looking for rich, qualitative data that delves into user behaviors, motivations, and emotions, then methods like user interviews or field studies are ideal. They’ll help you uncover the ‘why’ behind user actions.

On the other hand, if you need to gather quantitative data to measure user satisfaction or compare different design variations, methods like surveys or A/B testing are more suitable. These methods will help you get hard numbers and concrete data on preferences and behavior.

*Discover the UX research trends shaping the future of the industry and why the best results come from a combination of different research methods. *

Build a deeper understanding of your users with UX research

Think of UX research methods as building blocks that work together to create a well-rounded understanding of your users. Each method brings its own unique strengths, whether it's human empathy from user interviews or the vast data from surveys.

But it's not just about choosing the right UX research methods; the research platform you use is equally important. You need a platform that empowers your team to collect data, analyze, and collaborate seamlessly.

Simplifying product research is simple with Maze. From tree testing to card sorting, prototype testing to user interview analysis—Maze makes getting actionable insights easy, whatever method you opt for.

Meanwhile, if you want to know more about testing methods, head on to the next chapter all about tree testing .

Get valuable insights from real users

Conduct impactful UX research with Maze and improve your product experience and customer satisfaction.

user testing data insights

Frequently asked questions

How do you choose the right UX research method?

Choosing the right research method depends on your goals. Some key things to consider are:

  • The feature/product you’re testing
  • The type of data you’re looking for
  • The design stage
  • The time and resources you have available

What is the best UX research method?

The best research method is the one you have the time, resources, and budget for that meets your specific needs and goals. Most research tools, like Maze, will accommodate a variety of UX research and testing techniques.

When to use which user experience research method?

Selecting which user research method to use—if budget and resources aren’t a factor—depends on your goals. UX research methods provide different types of data:

  • Qualitative vs quantitative
  • Attitudinal vs behavioral
  • Generative vs evaluative

Identify your goals, then choose a research method that gathers the user data you need.

What results can I expect from UX research?

Here are some of the key results you can expect from actioning the insights uncovered during UX research:

  • Improved user satisfaction
  • Increased usability
  • Better product fit
  • Informed design decisions
  • Reduced development costs
  • Higher conversion rates
  • Increased customer loyalty and retention

Tree Testing: Your Guide to Improve Navigation and UX

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UX design research methods

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Effective user experience design is intuitive, accessible, and engaging. But how do you design a delightful experience that meets your target audience’s needs? Conducting user experience research gives you a glimpse inside your users’ heads, so you can understand what they care about and the challenges they face.

In this article, Figma Designer Advocate Ana Boyer weighs in on:

  • What user experience research is, and why your team needs it
  • Different types of UX research that support product development
  • UX design research methods made easier with Figma

What is user experience research?

User experience research helps design teams identify areas of opportunity to improve user interfaces and enhance the overall user experience. According to Ana, UX research can reveal insights about target users across all phases of product development—from strategy and planning to product launch and post-launch improvements. A robust UX research framework includes both quantitative and qualitative research.

Quantitative research

Using information gathered from larger sample sizes, quantitative research yields concrete numerical data that reveals what users are doing. Researchers run statistical analyses and review analytics to gain insights into user behavior. For example, Ana says, “you might try tracking the number of times users clicked a CTA button on a newly designed web page, compared to an old version."

Qualitative research

For qualitative research, researchers collect subjective and descriptive feedback directly from users, tapping into users’ personal feelings and experiences with a product or design.  "Qualitative research gives you a more thorough explanation of why someone is doing something in the context of a flow,” Ana says.

User-centered design research often covers two types of qualitative research: attitudinal and behavioral. Attitudinal research examines users’ self-reported beliefs and perceptions related to a user experience, while behavioral research focuses on observing first-hand what users do with a product.

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3 benefits of user experience research

According to Ana, with UX research you can:

  • Validate your design. "You can learn whether or not your design is hitting project goals and your users are able to accomplish a task—for example, ordering an item from your platform.”
  • Put your users front and center. UX research uncovers what users want and need, so you can deliver a product that delights customers.
  • Save time and resources. Doing user research and testing early and often allows you to make smaller adjustments quickly and easily. That way, Ana says, “you can take a more iterative approach to design—without having to backtrack and redo your entire UX design.”

How to conduct  UX research

Most common UX research methodologies break down into these essential activities:

  • Observe how users act and react . This not only includes clicks and scrolling onscreen, but also their body language and facial expressions. Careful observation helps you understand how users normally perform a task, what interactions users pick up easily or enjoy, where they get stuck in a flow, and more.
  • Empathize with your users . To create a useful and usable product, you need to consider how users' context influences them as they interact with your design.
  • Analyze information to surface common themes. “Tagging key user responses helps you pinpoint what needs the most work and refinement to improve the user experience," Ana advises

When to use key UX research methods—at a glance

Given all the UX research methods you can use for  product development, when is each most useful? Ana offers these pro tips.

  • User personas help you understand your core users in the early stages of development. “If you don’t know who you’re building for, then the time you invest in building and creating something will be wasted,” Ana explains. FigJam’s user persona template will help you get the ball rolling.
  • Interviews gather in-depth information directly from users to test your ideas, so you can lower the risk of building a product that misses the target. FigJam’s user interview template will help you lay the groundwork.
  • Card sorting invites users to show you what they think is the most intuitive way to organize high-level information in your design. Try FigJam’s card-sorting tool to shape your product’s information architecture.
  • Task analysis studies users as they use your site or app to complete tasks, or jobs to be done. Use it to validate your design, and ensure users can quickly and easily accomplish their goals. Get started with FigJam’s jobs to be done template .
  • Eye tracking analyzes where users look, when, and how long as they interact with your product.
  • Surveys indicate how useful and usable your design is. Surveys  can provide useful insights at any phase of product development, pinpointing where users are struggling with an interface, and revealing user sentiment about a product’s colors, fonts, and overall design.

Launch & post-launch

  • A/B testing shows which version or iteration of a webpage, app screen, or CTA button performs better with your users.
  • Analytics track KPIs like time spent on page, bounce rate, number of clicks on key CTAs, and more to see what’s working—and what isn’t. Analytics may also reveal useful insights about your users, including location, device usage, age, and gender.
  • Usability bug testing identifies and helps fix usability issues that affect your product’s quality and ease of use. “Teams struggle to invest the time and process in doing this, but it can have a huge impact on quality,” Ana says.
  • Diaries captured in writing or on video track users’ thoughts and impressions over a certain time period. This self-reporting approach reveals how a product fits into and enhances users’ daily lives.

Kick off user experience research with Figma

No matter where you are in the product development process, FigJam’s research plan template can help you define your research goals. Figma’s research and design templates help you conduct research with user interviews , user personas , card sorting , and Sprig study integration .

With the insights gained from your research, you're ready to design, develop, and prototype engaging user experiences. Use Figma’s UX design tool to:

  • Give and receive instant feedback on designs or prototypes—and enjoy real-time collaboration with your team. Figma's Maze integration makes testing prototypes easy.
  • Set up design libraries to quickly launch user research projects and improve UX design.
  • Easily share assets between Figma and FigJam to help keep your projects moving forward.

To jumpstart your UX research, browse inspiring UX research resources shared by the Figma community .

Now you're ready to roll with UX research!

Go to next section

[1] https://www.nngroup.com/articles/which-ux-research-methods/

[2] https://www.uxbooth.com/articles/complete-beginners-guide-to-design-research/

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A complete guide to presenting UX research findings

In this complete guide to presenting UX research findings, we’ll cover what you should include in a UX research report, how to present UX research findings and tips for presenting your UX research.

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presenting UX research findings

User experience research sets out to identify the problem that a product or service needs to solve and finds a way to do just that. Research is the first and most important step to optimising user experience.

UX researchers do this through interviews, surveys, focus groups, data analysis and reports. Reports are how UX researchers present their work to other stakeholders in a company, such as designers, developers and executives.

In this guide, we’ll cover what you should include in a UX research report, how to present UX research findings and tips for presenting your UX research.

Components of a UX research report

How to write a ux research report, 5 tips on presenting ux research findings.

Ready to present your research findings? Let’s dive in.

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There are six key components to a UX research report.

Introduction

The introduction should give an overview of your UX research . Then, relate any company goals or pain points to your research. Lastly, your introduction should briefly touch on how your research could affect the business.

Research goals

Simply put, your next slide or paragraph should outline the top decisions you need to make, the search questions you used, as well as your hypothesis and expectations.

Business value

In this section, you can tell your stakeholders why your research matters. If you base this research on team-level or product development goals, briefly touch on those.

Methodology

Share the research methods you used and why you chose those methods. Keep it concise and tailored to your audience. Your stakeholders probably don’t need to hear everything that went into your process.

Key learnings

This section will be the most substantial part of your report or presentation. Present your findings clearly and concisely. Share as much context as possible while keeping your target audience – your stakeholders – in mind.

Recommendations

In the last section of your report, make actionable recommendations for your stakeholders. Share possible solutions or answers to your research questions. Make your suggestions clear and consider any future research studies that you think would be helpful.

1. Define your audience

Most likely, you’ll already have conducted stakeholder interviews when you were planning your research. Taking those interviews into account, you should be able to glean what they’re expecting from your presentation.

Tailor your presentation to the types of findings that are most relevant, how those findings might affect their work and how they prefer to receive information. Only include information they will care about the most in a medium that’s easy for them to understand.

Do they have a technical understanding of what you’re doing or should you keep it a non-technical presentation? Make sure you keep the terminology and data on a level they can understand.

What part of the business do they work in? Executives will want to know about how it affects their business, while developers will want to know what technological changes they need to make.

2. Summarise

As briefly as possible, summarise your research goals, business value and methodology. You don’t need to go into too much detail for any of these items. Simply share the what, why and how of your research.

Answer these questions:

  • What research questions did you use, and what was your hypothesis?
  • What business decision will your research assist with?
  • What methodology did you use?

You can briefly explain your methods to recruit participants, conduct interviews and analyse results. If you’d like more depth, link to interview plans, surveys, prototypes, etc.

3. Show key learnings

Your stakeholders will probably be pressed for time. They won’t be able to process raw data and they usually don’t want to see all of the work you’ve done. What they’re looking for are key insights that matter the most to them specifically. This is why it’s important to know your audience.

Summarise a few key points at the beginning of your report. The first thing they want to see are atomic research nuggets. Create condensed, high-priority bullet points that get immediate attention. This allows people to reference it quickly. Then, share relevant data or artefacts to illustrate your key learnings further.

Relevant data:

  • Recurring trends and themes
  • Relevant quotes that illustrate important findings
  • Data visualisations

Relevant aspects of artefacts:

  • Quotes from interviews
  • User journey maps
  • Affinity diagrams
  • Storyboards

For most people you’ll present to, a summary of key insights will be enough. But, you can link to a searchable repository where they can dig deeper. You can include artefacts and tagged data for them to reference.

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4. Share insights and recommendations

Offer actionable recommendations, not opinions. Share clear next steps that solve pain points or answer pending decisions. If you have any in mind, suggest future research options too. If users made specific recommendations, share direct quotes.

5. Choose a format

There are two ways you could share your findings in a presentation or a report. Let’s look at these two categories and see which might be the best fit for you.

Usually, a presentation is best for sharing data with a large group and when presenting to non-technical stakeholders. Presentations should be used for visual communication and when you only need to include relevant information in a brief summary.

A presentation is usually formatted in a:

  • Case studies
  • Atomic research nuggets
  • Pre-recorded video

If you’re presenting to a smaller group, technical stakeholder or other researchers, you might want to use a report. This gives you the capacity to create a comprehensive record. Further, reports could be categorised based on their purpose as usability, analytics or market research reports.

A report is typically formatted in a:

  • Notion or Confluence page
  • Slack update

You might choose to write a report first, then create a presentation. After the presentation, you can share a more in-depth report. The report could also be used for records later.

1. Keep it engaging

When you’re presenting your findings, find ways to engage those you’re presenting to. You can ask them questions about their assumptions or what you’re presenting to get them more involved.

For example, “What do you predict were our findings when we asked users to test the usability of the menu?” or “What suggestions do you think users had for [a design problem]?”

If you don’t want to engage them with questions, try including alternative formats like videos, audio clips, visualisations or high-fidelity prototypes. Anything that’s interactive or different will help keep their engagement. They might engage with these items during or after your presentation.

Another way to keep it engaging is to tell a story throughout your presentation. Some UX researchers structure their presentations in the form of Joseph Campbell’s Hero’s Journey . Start in the middle with your research findings and then zoom out to your summary, insights and recommendations.

2. Combine qualitative and quantitative data

When possible, use qualitative data to back up quantitative data. For example, include a visualisation of poll results with a direct quote about that pain point.

Use this opportunity to show the value of the work you do and build empathy for your users. Translate your findings into a format that your stakeholders – designers, developers or executives – will be able to understand and act upon.

3. Make it actionable

Actionable presentations are engaging and they should have some business value . That means they need to solve a problem or at least move toward a solution to a problem. They might intend to optimise usability, find out more about the market or analyse user data.

Here are a few ways to make it actionable:

  • Include a to-do list at the end
  • Share your deck and repository files for future reference
  • Recommend solutions for product or business decisions
  • Suggest what kind of research should happen next (if any)
  • Share answers to posed research questions

4. Keep it concise and effective

Make it easy for stakeholders to dive deeper if they want to but make it optional. Yes, this means including links to an easily searchable repository and keeping your report brief.

Humans tend to focus best on just 3-4 things at a time. So, limit your report to three or four major insights. Additionally, try to keep your presentation down to 20-30 minutes.

Remember, you don’t need to share everything you learned. In your presentation, you just need to show your stakeholders what they are looking for. Anything else can be sent later in your repository or a more detailed PDF report.

5. Admit the shortcomings of UX research

If you get pushback from stakeholders during your presentation, it’s okay to share your constraints.

Your stakeholders might not understand that your sample size is big enough or how you chose the users in your study or why you did something the way you did. While qualitative research might not be statistically significant, it’s usually representative of your larger audience and it’s okay to point that out.

Because they aren’t researchers, it’s your job to explain your methodology to them but also be upfront about the limitations UX research can pose. When all of your cards are on the table, stakeholders are more likely to trust you.

When it comes to presenting your UX research findings, keep it brief and engaging. Provide depth with external resources after your presentation. This is how you get stakeholders to find empathy for your users. This is how you master the art of UX.

Need to go back to the basics and learn more about UX research? Dive into these articles:

What is UX research? The 9 best UX research tools to use in 2022

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The 9 Best Design Thinking Tools To Use in 2024

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Do you want to apply the design thinking framework to your next design challenge? Here are 9 tools to help you at every stage. 

When it comes to solving tricky problems and coming up with robust, user-friendly solutions, design thinking is one of the most effective approaches you can take. This helps you get a rich and nuanced understanding of your users, consider complex challenges from multiple angles, and generate fresh and creative ideas. 

If you want to get maximum value from the design thinking process, you need the right tools on hand. We’ve rounded up 9 of the best design thinking tools to help you every step of the way—check them out. 

  • What is design thinking?
  • The 5 steps in the design thinking process
  • Why are design thinking tools important?

The 9 best design thinking tools to use in 2024

  • Learn more about design thinking

1. What is design thinking?

Design thinking is a problem-solving framework that encourages you to prioritise the end user, think outside the box, and come up with novel solutions. 

It’s firmly rooted in empathy , collaboration, and experimentation, allowing you to explore and test a variety of ideas before you settle on one. This has many advantages within the UX design process , helping to: 

  • Keep the end user in focus at all times, leading you to ideas and solutions that effectively address users’ needs, pain-points, and expectations
  • Spark creativity and innovation by encouraging you to come up with and explore many different ideas
  • Test and validate ideas and solutions before they’re developed—saving time, money, and resources in the long run

That’s design thinking in a nutshell. Next, let’s outline the key stages in the design thinking process. 

2. The 5 steps in the design thinking process 

The design thinking process comprises five key phases:

  • Empathise: Getting to know your target users and understanding their needs, goals, expectations, and pain-points.
  • Define: Identifying and articulating the specific user problem you want to solve.
  • Ideate: Brainstorming a wide range of ideas and potential solutions to your previously-defined user problem.
  • Prototype: Creating physical or digital models, sketches, or mock-ups that visualise and represent your ideas. You can learn more about design thinking prototypes in this guide.
  • Test: Putting your prototypes in front of real users (or research participants) to gather feedback. 

This loop continues, encouraging you to refine and iterate on your ideas until you arrive at an effective, user-friendly, rigorously tested solution that’s ready to be developed and launched. 

Sticky notes and a board illustrating why design thinking tools are important for UI/UX planning and problem-solving.

3. Why are design thinking tools important?

When it comes to applying the design thinking framework, the right tools will help you to optimise the process and get the best possible results from each stage. 

Design thinking tools are essential for:

Collaboration and communication

Throughout the design thinking process, it’s important to facilitate smooth collaboration amongst team members and stakeholders. With specialist tools built for teamwork and communication, it’s much easier to get everybody aligned on who you’re problem-solving for and what problem you’re trying to solve. 

Documentation and organisation 

As you move through the various phases of the design thinking framework, your ideas will evolve from half-formed concepts to fully-fledged solutions, gradually increasing in detail and complexity. 

Design thinking tools enable you to document the evolution of your ideas and to keep track of all the insights and feedback you gather along the way. This is useful for logging the history of your product and informing future design decisions.

Creativity and experimentation

Design thinking is all about being creative and experimenting with different ideas and solutions—and the right tools will help you to spark inspiration and think outside the box. 

Whether it’s facilitating collaborative ideation sessions or providing templates for creative exercises, there are many design thinking tools out there that are invaluable when it comes to brainstorming and exploring novel solutions.

Creating design thinking artefacts and deliverables

At almost every stage in the design thinking process, you’ll be creating something—be it empathy maps , user personas , low-fidelity wireframes , or fully interactive digital prototypes. For many design thinking artefacts, you’ll need specialist tools and software to speed up the process and make sure your work can be easily shared and viewed. 

Testing your ideas and gathering feedback 

To get real value from the design thinking process, you must test your prototypes on real people. Feedback and testing tools enable you to connect with a broad and diverse pool of users and test participants—and make it much easier to collect, organise, and analyse the data you gather. 

Ultimately, you can’t successfully follow the design thinking process without the right tools in place. So what are the best design thinking tools to add to your stack? Let’s find out. 

For a deeper understanding of how design thinking tools are applied, check out the UX Design for Task-Based Application project by AND learner, Shrikant Subramaniam. 

UX researcher working at a desk, reviewing and evaluating upcoming design thinking tools on a computer with a notepad.

Hotjar is a web analytics and feedback tool that enables you to understand how people navigate and interact with your website. 

When to use Hotjar during the design thinking process:

  • Empathise: Observe user behaviour through heatmaps and session recordings, helping you to understand your users’ needs and frustrations.
  • Test: Evaluate the usability and user-friendliness of a new design, and validate changes to an existing product or idea. 

Key features of Hotjar: 

  • Heatmaps: Visualise where users click, move, and scroll when interacting with your website or app.
  • Session recordings: Record and play back real user interactions and see where usability issues arise.
  • Surveys and feedback widgets: Gather ongoing feedback and data to continuously learn about your users’ needs and experiences.

How much does Hotjar cost?

  • Basic Plan: Free, track up to 35 daily sessions and get unlimited heatmaps
  • Plus Plan: Starts at $32/month, can track up to 100 daily sessions
  • Business Plan: Starts at $80/month, tracks 500 daily sessions

Learn more about Hotjar here.

2. Lookback

Lookback is a user research platform designed for qualitative research, including usability testing and user interviews. You can use it to observe and analyse how people interact with your products and prototypes, to organise and document your research insights, and to speak with your users one-on-one. 

When to use Lookback during the design thinking process:

  • Empathise: Conduct user interviews to learn about your users’ needs, preferences, and pain-points.
  • Test: Run usability tests to evaluate product prototypes and identify design flaws and usability issues. 

Key features of Lookback:

  • Moderated and unmoderated usability testing: Conduct and observe usability tests, or run unmoderated tests and watch them back later.
  • Real-time observation: Watch participants interact with your product live
  • Video recording: Capture user sessions, including screen, voice, and facial expressions.
  • Highlight reels : Create shareable video clips of key moments from user sessions.
  • Transcription services: Automatically transcribe sessions for easy analysis and sharing.
  • Unlimited collaborators: Invite team members to participate in user research.

How much does Lookback cost?

  • Freelance Plan: $25/month (billed annually) for 10 sessions per year, access to core features, and a 60-day free trial.
  • Team Plan: $149/month (billed annually) for 100 sessions per year, unlimited collaborators, and a 60-day free trial.
  • Insights Hub Plan: $344/month (billed annually) for 300 sessions per year, priority support, and a 60-day free trial.
  • Enterprise Plan: Custom pricing for unlimited sessions and dedicated support.

Learn more about Lookback here.

research paper on ui ux design

Miro is a virtual whiteboard tool built for collaboration and creativity. This versatile tool is useful throughout the design thinking process—from synthesising research insights as part of the ‘Empathise’ stage, to holding creative ideation sessions and building prototypes.

When to use Miro during the design thinking process:

  • Empathise: Create user journey maps and personas to understand user needs and experiences.
  • Define: Organise research findings and synthesise insights using affinity diagrams and mind maps.
  • Ideate: Facilitate virtual brainstorming sessions and organise ideas visually.
  • Prototype: Develop low-fidelity wireframes and mockups collaboratively.
  • Test: Gather and organise user feedback on prototypes.

Key features of Miro:

  • Infinite canvas: Work on an expandable digital whiteboard with no space limitations.
  • Real-time collaboration: Work simultaneously with your team members and key stakeholders on the same board (ideal if you’re part of a remote or distributed team).
  • Template library: Access a wide range of pre-built templates for various design tasks and deliverables, such as creating user journey maps or wireframes . 
  • Presentation mode: Present your work directly from the Miro board. 
  • Voting and timer features: Facilitate decision-making during workshops and sprints.

How much does Miro cost?

  • Free Plan: Basic features for small teams, up to 3 editable boards.
  • Starter Plan: $8/month per member (billed annually) for unlimited boards and access to all core features.
  • Business Plan: $16/month per member (billed annually), with access to advanced features and security.
  • Enterprise Plan: Custom pricing for large organisations with specific needs.

Learn more about Miro here.

4. Stormboard

Stormboard is a virtual collaboration and brainstorming tool ideal for the ideation stage of the design thinking process. Use templates, sticky notes, and images to bring your ideas to life and explore different concepts with your teammates. 

When to use Stormboard during the design thinking process:

  • Ideate: Run collaborative brainstorming sessions with your teammates, or visualise your own concepts before sharing them for review. 

Key features of Stormboard:

  • Digital canvas: Collaborate on an expandable virtual whiteboard.
  • Pre-built templates: Use customisable templates to structure your brainstorming and ideation sessions.
  • Multimedia support: Add images, videos, and documents to bring your ideas to life.
  • Real-time collaboration: Work together with other team members, no matter where you’re located.
  • Voting and commenting: Gather feedback and prioritise ideas through interactive messaging features.
  • Export options: Instantly export your work in PDF, Word, PowerPoint, or Excel format for easy sharing.

How much does Stormboard cost?

  • Personal Plan: Free forever for individual users or teams of up to 5 people.
  • Business Plan: $8.33/user per month (billed annually), includes unlimited open Storms, unlimited users per Storm, and up to 10 guests. 
  • Enterprise Plan: Custom pricing for organisations needing advanced features and support.

Learn more about Stormboard here.

App development workspace with design thinking tools, sketches, wireframes, and prototypes for efficient, error-free UX/UI design.

Similar to Miro, FigJam is another collaborative whiteboard tool. It’s part of Figma (which features at number 6 on our list of design thinking tools). FigJam is ideal for brainstorming, digitally sketching and visualising your ideas, as well as collaborating in real-time through virtual workshops. 

When to use FigJam during the design thinking process:

  • Empathise: Use FigJam to capture user research insights and create deliverables such as user journey maps and empathy maps. 
  • Define: Run a collaborative FigJam session to collate your user insights and define a clear problem statement. 
  • Ideate: Hold collaborative brainstorming sessions to come up with ideas and solutions. 
  • Prototype: Sketch out low-fidelity wireframes and prototypes to visualise and communicate different ideas and concepts.
  • Test: If you want to gather stakeholder feedback on a particular concept or design, run a session in FigJam to collect votes and insights in real-time. 

Key features of FigJam:

  • Collaborative digital canvas: Work together with your teammates on a virtual whiteboard to share ideas and collectively explore different concepts.
  • Template library: Choose from an extensive variety of pre-built templates. 
  • Sticky notes and drawing tools: Easily jot down ideas and visualise concepts.
  • Voting and timer features: Foster alignment and facilitate decision-making during workshops and brainstorming sessions.
  • Integration with Figma: Seamlessly transition from brainstorming in FigJam to designing in Figma.

How much does FigJam cost?

  • Free Plan: Basic features for individuals and small teams.
  • Professional Plan: $5 per seat/month, including unlimited FigJam files.
  • Organization Plan: $5 per seat/month, including additional collaboration tools and custom templates.
  • Enterprise Plan: $5 per seat/month, including dedicated workspaces and advanced design systems.

Learn more about FigJam here.

UI/UX designers discussing strategies and ideas after using research tools like Figma, FigJam, and Stormboard.

Figma is one of the most popular tools in the industry, and it’s a staple for anyone following the design thinking process. Figma is primarily used for creating wireframes and prototypes—allowing you to visualise your ideas and share them for feedback. 

When to use Figma during the design thinking process:

  • Ideate: Use Figma to digitally sketch out initial ideas and concepts during the ideation phase. 
  • Prototype: Create mid- and high-fidelity prototypes that simulate how the product might look and function.
  • Test: Download or share your prototypes for testing and gathering feedback. 

Key features of Figma:

  • Interactive prototyping: Create clickable prototypes to simulate user experiences and interactions.
  • Design systems: Maintain consistency with reusable components and styles across projects.
  • Version control: Track changes and revert to previous versions easily.
  • Plugins and integrations: Enhance functionality with a wide range of plugins and connect with other tools.

How much does Figma cost?

  • Free Plan: Basic features for individuals and small teams, including 3 collaborative design files.
  • Professional Plan: $15 per seat/month, including unlimited Figma files, team libraries, and advanced prototyping features.
  • Organisation Plan: $45 per seat/month, including enhanced security and team management tools.
  • Enterprise Plan: $75 per seat/month, including access to advanced design, Dev Mode, and admin features.

You can learn more about Figma in this guide: What is Figma? Uses, Benefits, and Key Features . 

7. Justinmind

Justinmind is among the most popular wireframing tools , used for creating both low-fidelity wireframes and high-fidelity prototypes. This design thinking tool comes in especially useful during the prototype and test phases, allowing you to visualise your ideas and dial up the detail and complexity as they evolve. 

When to use Justinmind during the design thinking process:

  • Ideate: Visualise early-stage ideas and concepts through low-fidelity wireframes .
  • Prototype: Create detailed, high-fidelity prototypes that emulate the final product. 

Key features of Justinmind:

  • Advanced interactions: Create complex interactions and animations without coding.
  • Responsive design: Design for multiple devices and screen sizes. 
  • UI kits and templates: Access pre-built components and templates to speed up the design process.
  • Real-time collaboration: Work together with team members on the same prototype in real-time.
  • Integration with user testing tools: Connect with popular testing platforms such as Hotjar (number 1 on our list of design thinking tools). 

How much does Justinmind cost?

  • Standard Plan: $9/month per user (billed annually), includes access to advanced interaction design and collaboration features.
  • Professional Plan: $19/month per user (billed annually), includes access to advanced features and unlimited projects.
  • Enterprise Plan: $39/month per user (billed annually). 

Learn more about Justinmind here.

UI designer sketching interface functionalities and checking color themes using design tools and ideas.

If you’re looking for an advanced, all-powerful prototyping tool to bring your ideas to life, look no further than Framer . With Framer, you can create fully interactive, high-fidelity prototypes in next to no time—no coding skills required. 

When to use Framer during the design thinking process:

  • Prototype: Create high-fidelity, interactive prototypes that closely mimic real user experiences.
  • Test: Easily share your prototypes for user testing and gather feedback to refine your designs. 

Key features of Framer:

  • Visual design tools: Design on a user-friendly canvas with a variety of layout, styling, and text features.
  • Interactive prototyping: Create complex interactions and animations without coding.
  • Responsive design: Design for multiple devices and screen sizes with built-in breakpoints.
  • Smart components: Use and customise pre-built, interactive components to speed up the design process.
  • Real-time collaboration: Work together with team members on the same project simultaneously.
  • AI-powered features: Leverage AI for content generation, layout suggestions, and design enhancements.

How much does Framer cost?

  • Basic Plan: $15 per website per month.
  • Pro Plan: $30 per website per month.

9. Pens, paper, and sticky notes 

Not all of the best design thinking tools are digital. Oftentimes, your most creative ideas will come to you when you’re working with good old-fashioned pen and paper. And, if you want to run hands-on, screen-free workshops where everybody is entirely focused, these will be the only tools you need. 

When to use pens, paper, and sticky notes during the design thinking process:

  • Empathise: Use sticky notes to capture user research insights and organise your findings into meaningful groups and categories. 
  • Ideate: Run hands-on ideation sessions where everybody is encouraged to jot their ideas down onto sticky notes and then share them with the rest of the group.
  • Prototype: Use pen and paper to sketch out low-fidelity wireframes and visualisations of your early ideas. 

5. Learn more about design thinking 

We hope you’ve enjoyed learning about design thinking tools. Next time you’re tackling a tricky design challenge, refer back to our list and select two or three tools to try out as you apply the design thinking process.

Middle-aged designer researching and sketching ideas for the design thinking process.

Keen to learn more about design thinking? We think you’ll like these guides:

  • A Step-by-Step Guide to Ideation in Design Thinking (and Techniques You Can Use)
  • 7 Examples of Design Thinking in Practice (And What We Can Learn From Them)
  • The 10 Best Design Thinking Courses and Certifications To Take in 2024

We hope this comprehensive guide to design thinking has given you a better understanding of this exciting discipline with myriad applications. 

If you are interested in learning more about the field of user experience design, where design thinking is applied very heavily, here are some of the resources you might find useful:

  • Watch this session by Shiva Viswanathan, Design Head of Ogilvy Pennywise, and Naman Singh, Product Experience Designer at RED.
  • Talk to a course advisor to discuss how you can transform your career with one of our courses.
  • Pursue our UX UI Design courses - all courses are taught through live, interactive classes by industry experts, and some even offer a Job Guarantee.
  • Take advantage of the scholarship and funding options that come with our courses to overcome any financial hurdle on the path of your career transformation.

Note: All information and/or data from external sources is believed to be accurate as of the date of publication.

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  1. UX Research Plan: Examples, Tactics & Templates

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  2. What is UX Research and Why is it Important? (2022)

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  3. Belajar Ui Ux Design Pdf

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  4. (PDF) User Interface Design & Evaluation of Mobile Applications

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  5. What is UX?

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  6. The Difference Between UX & UI Design

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COMMENTS

  1. User Interface and User Experience (UI/UX) Design

    UI (user interface) / UX (user experience) describes a set. of concepts, guidelines, and workflows for critically thinking about the design and use of an interactive. product, map-based or ...

  2. User Interface Design and UX Design: 80+ Important Research Papers

    These papers are also among the most widely downloaded and cited formal research on UI / UX design. We have referenced many of these studies in our work at MauroNewMedia. Pay walls: As you will note in reviewing the following links and abstracts, most of the serious research on UI / UX design and optimization is located behind pay walls ...

  3. (PDF) USABILITY AND USER EXPERIENCE: DESIGN AND EVALUATION

    Abstract. Usability and user experience (UX) are important concepts in the design and evaluation of products or systems intended for human use. This chapter introduces the fundamentals of design ...

  4. A User Interface (UI) and User eXperience (UX) evaluation framework for

    Evaluation framework design. Assessing the UI/UX design quality of a cyberlearning environment first requires understanding the key elements of any cyberlearning design. There is some variability in the definition of cyberlearning. This disagreement reflects the underlying differences in understanding the purpose of learning and how people learn.

  5. Journal of User Experience

    Journal of User Experience (JUX) is a peer-reviewed, international, online publication dedicated to promoting and enhancing the practice, research, and education of user experience (UX) design and evaluation.The journal aims to provide UX practitioners and researchers with a forum to share:Empirical findings and case studies Emerging methods and tools from within the user experience profession ...

  6. Usability and User Experience: Design and Evaluation

    The concept of UX casts a broad net over all of the experiential aspects of use, primarily subjective experience. User-centered design and design thinking are methods used to produce initial designs, after which they typically use iteration for design improvement. Service design is a relatively new area of design for usability and UX practitioners.

  7. Designing User Interfaces for Illiterate and Semi-Literate Users: A

    Secondly, to examine the UI design principles considered for the development of any software system to elevate the usability and user experience of literate and semi-literate users, and finally, to point out the research gaps and provide potential future research directions to improve the usages, usability, user experience, and adoption of such ...

  8. (PDF) UX/UI design of online learning platforms and their impact on

    In 2020, studies showed that approximately 68% of all e- commerce users exit a website due to bad UX design, 44% of online shoppers. will make the effort to share their negative experience, and 62 ...

  9. Design, User Experience, and Usability: UX Research and Design

    This three volume set LNCS 12779, 12780, and 12781 constitutes the refereed proceedings of the 10 th International Conference on Design, User Experience, and Usability, DUXU 2021, held as part of the 23 rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually.

  10. Artificial intelligence (AI) for user experience (UX) design: a

    Thus, understanding how AI can be leveraged for UX has important research and practical implications.,This article builds on a systematic literature review approach and aims to understand how AI is used in UX design today, as well as uncover some prominent themes for future research. ... User experience; User interface; Design; User-centred ...

  11. Adaptive user interfaces and universal usability through plasticity of

    Plasticity of user interface design research is the latest trend in the domain of AUI design, facing many challenges. Some criticism arises from the fact that it is allied with AI, and thus some scepticisms have been raised by the HCI community. From the literature survey, most of the AUIs are designed for office and web-based applications.

  12. The Contemporary Understanding of User Experience in Practice

    User Experience (UX) has been a buzzword in agile literature in recent years. However, often UX remains as a vague concept and it may be hard to understand the very nature of it in the context of agile software development. This paper explores the multifaceted UX literature, emphasizes the multi-dimensional nature of the concept and organizes ...

  13. The Effect of UI/UX Design on User Satisfaction in Online Art Gallery

    UI and UX design in an online art gallery has a big impact for user satisfaction. The purpose of this research is to find out how UI and UX design affects user satisfaction and how to design good UI and UX in an online art gallery. We evaluated 27 research papers related to UI and UX design in an online art gallery using literature review approach. Furthermore, we used a survey to measure ...

  14. User Interface Design in the 21st Century

    User Interface Design in the 21st Century. Abstract: The articles in this special issue report on user interface design on the frontiers of computing. They investigate topics with significant potential or risk, showing the maturity of new concepts and evidence of usefulness. Each article summarizes interesting research, engages readers, and ...

  15. UI-UX Design Using User Centred Design (UCD) Method

    As businesses extend their online offerings, demand for UI-UX and digital services is increasing. Both in-house teams and agencies will be under pressure to offer services on time, with the total number of internet users worldwide increasing by 301 million since April 2019 (We are Social). After the covid-19 it's demand in e-commerce market is also increasing exponentially. In this paper User ...

  16. 5 academic research papers every designer should read

    This research is a case study amongst Japanese, North-American, English and Dutch users. It investigates the cultural applicability of user evaluation methods. It sheds light on how some user evaluation methods are less applicable than others are for a culturally diverse user base. Read the research paper here. 5. Culture-based User Interface ...

  17. 11 UX Research Methods and When to Use Them

    A UX research method is a way of generating insights about your users, their behavior, motivations, and needs. These methods help: Learn about user behavior and attitudes. Identify key pain points and challenges in the user interface. Develop user personas to identify user needs and drive solutions.

  18. UI/UX Design Research Papers

    Generalization of the experience of using research on psychology of behavior for designing UX design software products. The article deals with the analysis of the influence of the psychology of human behaviour on user experience. The evolution of the conceptual apparatus in the field of designing the user interface, taking into account user ...

  19. UX design research methods

    Use Figma's UX design tool to: Give and receive instant feedback on designs or prototypes—and enjoy real-time collaboration with your team. Figma's Maze integration makes testing prototypes easy. Set up design libraries to quickly launch user research projects and improve UX design. Easily share assets between Figma and FigJam to help keep ...

  20. UX & Usability Articles from Nielsen Norman Group

    Researchers often want to ask about sensitive topics in surveys and screeners. Handle them appropriately and delicately to avoid dropoffs and inaccurate data. Research-based articles about user experience (UX), interaction design, web usability, user testing, and UI/GUI design by Nielsen Norman Group authors, including Jakob Nielsen, Don Norman ...

  21. PDF UX/UI design of online learning platforms and their impact on learning

    Miya & Govender, International Journal of Research in Business & Social Science 11(10) (2022), 316-327 318 UX/UI Design in General A software application's UI is one of the very first screens a ...

  22. A complete guide to presenting UX research findings

    Start in the middle with your research findings and then zoom out to your summary, insights and recommendations. 2. Combine qualitative and quantitative data. When possible, use qualitative data to back up quantitative data. For example, include a visualisation of poll results with a direct quote about that pain point.

  23. Stop fighting between UX and UI

    Tips for integrating UX and UI. Collaboration from the start: Ensure that the UX and UI teams work together from the early stages of the project.. This fosters a mutual understanding of user goals and needs. User research: Conduct thorough research on your users to understand their needs and behaviors.. This will inform both the experience design and the interface.

  24. The importance of methodological rigor in UX research

    When we don't take these principles seriously, we risk drawing conclusions that don't reflect reality, which can lead to design decisions that are ineffective or even harmful to the user experience. This, in turn, can lead to a loss of trust in UX research and UX design, both within organizations and among users. How to avoid sloppy UX ...

  25. Designing user experience for Gen Z: The generation that's forcing UI

    If you think you've got UI/UX design all figured out, meet Gen Z — the generation that's rewriting the rules and flipping the script on user experience. Born into a world of instant gratification, social media addiction, and a digital landscape that changes at lightning speed, Gen Z's behavior is pushing designers to rethink everything they know about crafting effective experiences.

  26. 9428 PDFs

    ISO 9241-210 defines user experience as "a person's perceptions and responses that result from the use or anticipated use of a product, system or service". User Experience Design is a subset of ...

  27. 9 Top Design Thinking Tools to Use in 2024

    Lookback is a user research platform designed for qualitative research, including usability testing and user interviews. ... paper, and sticky notes during the design thinking process: Empathise: ... Courses Graphic Design User Experience (UX) Design User Interface (UI) Design Interior Design Motion Graphics. FOR COMPANIES .

  28. The Confluence of UI/UX, 3D Animation, and VFX: Shaping the ...

    The true potential of 3D animation and VFX in UI/UX design is realized when these elements are seamlessly integrated into the user experience. This requires close collaboration between UI/UX designers, 3D animators, and VFX artists. Together, they can create interfaces that are not only functional but also visually stunning and emotionally ...

  29. How I designed and built my UX UI design portfolio in 30 days

    TLDR; Design and build your design portfolio in 30 days by completing simple tasks that contribute to your portfolio to do list. Work on a task a day: First by finding inspiration and practicing your design skills with other designer portfolios as a reference, second making note of elements you want in your portfolio, third mashing those ...

  30. Redesign User Interface dan User Experience SATUPERSEN.NET dengan

    This research applies the design thinking method to redesign the user interface and user experience on satupersen.net with the aim of making it easier for users to use satupersen.net. This research produced a prototype redesign of the satupersen.net application with an average SUS result of 78, where this number is included in the good category ...