Vous êtes sur la page 1sur 4

ABSTRACT

Today the global IT market has a great competitiveness among


companies within this range of functioning, where the organizations, through
their already implemented applications are more and more aware of users
habits and the context of use. Regarding this, it is well known that the
context of use, concerning the features of the products and services, affects
the humans experience and preferences about the usage of the device.
Therefore, user experience in user-product interaction has been observed as
a significant research matter in the IT application design area today.

During the past twenty years through the process of exploration in the
field of scientific discipline within the interaction of man and computers
(Human-computer interaction HCI), there are defined numerous guidelines
and criteria for the design of usable user interfaces where they have
developed methods for their evaluation. General, the usability is
characteristic of a product or system that allows the user to simply,
efficiently, comfortably carry out the desired task. Hence, it defines the
quality system of the product during its use. As in all kind of production it is
normal for some problems or complications to appear while using the
application. In order to identify the usability problems and to correct them on
time, evaluation of applicability is desirable to carry out during all phases of
system development of the application. This kind of research incorporates
hard-to-grasp concepts from visual and industrial design, psychology, or
marketing research, regarding the successful delivery of a brand proposition
on the IT market.

Considering the massive use of applications today, whose purposes are


varied and can find place in the professional, as well as in the private life of
every modern user, applications are exclusively available and affordable

1
online. Taking into consideration the great competition of IT market today,
most companies find different ways not only to get, but also, to keep their
customers for a longer period of time. Therefore, in recent years, posting
informations and entertainment news, as well as updates of improvement
through applications that users have and use, is becoming one of the most
dominant ways of keeping in touch with the purchaser. he frequency of the
application updates are occurring even on daily basis, popping up the
question whether this step further encourages the user to use the
application, or it just deducts them in this manner.

In order to find the answer of the question, the empirical goal of this
research paper will be focused on clarification of the ways that the user
experience can be evaluated through their process of adaptation on the
update frequency system within the application that the purchaser is using.
The user experience evaluations will be implemented within interviews, as
well as through applying different views from scientific and practitioner
literature unifying them in simple method of comparative studies in order to
implement a valuable conclusion on the research matter.

2
REFFERENCES

Bardzell, J. Interaction criticism: An introduction to the practice. Interacting


with Computers 23,

Buxton, B. Sketching User Experiences: Getting the Design Right and the
Right Design. Morgan Kaufmann, March 2007.

CONSOLVO, S., ARNSTEIN , L. AND FRANZA, B. R. 2002. User Study


Techniques in the Design and Evaluation of a Ubicomp Environment. In the
Proceedings of UbiComp 2002, LNCS 2498, Springer-Verlag, Berlin

Dearden, A. Designing as a conversation with digital materials. Design


Studies 27,

Fallman, D. Design-oriented human-computer interaction. In Proc. CHI


(2003),

Fallman, D. The new good: exploring the potential of philosophy of


technology to contribute to human-computer interaction. In Proc. CHI (2011),

FORLIZZI, J. AND FORD, S. 2000. The Building Blocks of Experience: AnEarly


Framework for Interaction Designers, in Proceedings of the DIS 2000
seminar, Communications of the ACM

Hassenzahl, M. The Thing and I: Understanding the Relationship Between


User and Product. In Funology From Usability to Enjoyment, Kluwer
Academic Publishers, NL, 2003

Hale, K. S., and Stanney, K. M. Deriving haptic design guidelines from human
physiological, psychophysical, and neurological foundations.Computer
Graphics and Applications, IEEE 24, 2

Holtzblatt, K. What makes things cool?: intentional design for innovation.


interactions 18 (Nov. 2011),

3
Kapor, M. A software design manifesto. Dr. Dobbs J. 16 (Nov. 1990),

Law, E. L.-C. The measurability and predictability of user experience. In Proc.


EICS 2011 (2011

Lederman, S., and Klatzky, R. Haptic perception: A tutorial. Attention,


Perception, & Psychophysics 71,7 (Oct. 2009),

Norman, D. A. Emotional Design. Why We Love (or Hate) Everday Things,


Basic Books, USA, 2004

Pine B. J. II, Gilmore J. H. The Experience Economy: Work Is Theatre & Every
Business a Stage. Harvard Business School Press, USA, 1999.

Russell, D. M. User experience research group: understanding the complete


user interaction. In ACM SIGCHI Bull. 30, ACM Press

Tractinsky, N., Hassenzahl, M. Arguing for Aesthetics in Human-Computer


Interaction. In icom - Zeitschrift fr interaktive und kooperative Medien, Vol.
4. Issue 3, Oldenbourg (2005).

Vous aimerez peut-être aussi