IEEE Organizations related to User Experience

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Conferences related to User Experience

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Periodicals related to User Experience

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Most published Xplore authors for User Experience

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Xplore Articles related to User Experience

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Inferring Netflix User Experience from Broadband Network Measurement

2019 Network Traffic Measurement and Analysis Conference (TMA), 2019

Netflix is the largest video-streaming provider in the world today, with over 148 million subscribers and accounting for over 20% of broadband traffic in most developed countries. Internet Service Providers (ISPs) are acutely aware of the need to provide good video streaming experience to viewers, but are poorly equipped to measure and monitor per-stream quality. In this paper, we measure ...


The Repercussions of Game Multiplayer Online Battle Arena

2019 International Conference of Artificial Intelligence and Information Technology (ICAIIT), 2019

In this digital era, games become one of entertainment that knows no age. For students, the game can have a positive impact, namely increasing cognitive and motoric abilities. This research seeks to see the experience of students in Jakarta after playing the DOTA 2 game. DOTA 2 is one of the famous games and one of the games that once ...


Analysis of User Interaction in the Schedule of Consultantations and Exams via Smartphone

2019 14th Iberian Conference on Information Systems and Technologies (CISTI), 2019

The contribution of interaction design in improving the experience of using applications installed in the new generation of smartphone represents a research dimension of interest. The article discusses the design of a software application designed to be installed on smartphones and to be used by only one hand. Through the design of an ergonomic interface, according to the anatomy of ...


Applicability Analysis on Three Interaction Paradigms in Immersive VR Environment

2018 International Conference on Virtual Reality and Visualization (ICVRV), 2018

The work intends to research the characteristics and applicability of three different types of interaction paradigms in immersive VR environment. For this purpose, a three-dimensional VR scene is designed based on the Unity3D simulation engine, and three types of interaction paradigms, including graphical user interface interaction paradigm, gesture interaction paradigm and voice interaction paradigm, are developed into this VR scene ...


The Influence of User Experience Playerunknown's Battlegrounds Game Toward Adaptive Learning

2019 International Conference of Artificial Intelligence and Information Technology (ICAIIT), 2019

the development of games that are increasingly rapid by itself has produced a variety of works that are in great demand by game players. PlayerUnknown's Battleground (PUBG) is one of the best-selling examples of games downloaded in early 2018. This study seeks to see how user experience and adaptive learning are obtained from this game. The research method uses neuroresearch. ...


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Educational Resources on User Experience

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IEEE-USA E-Books

  • Inferring Netflix User Experience from Broadband Network Measurement

    Netflix is the largest video-streaming provider in the world today, with over 148 million subscribers and accounting for over 20% of broadband traffic in most developed countries. Internet Service Providers (ISPs) are acutely aware of the need to provide good video streaming experience to viewers, but are poorly equipped to measure and monitor per-stream quality. In this paper, we measure and analyze Netflix playback data from multiple households, develop a practical and scalable method to correlate network activity with client playback behavior, and provide a means for ISPs to infer per-stream Netflix experience from broadband traffic patterns. Our specific contributions are: (1) We develop a measurement tool for collecting network flow activity and client playback metrics, deploy it in 9 households and our lab to gather data for about 8000 Netflix video streams under various network conditions, and release the data to the public; (2) We analyze our data to highlight correlation between active flows and video playback phase, and between network chunk transfers and playback buffer health, during both regular-play and trick-play of video; (3) We develop a method for the ISP to infer Netflix user experience in terms of buffer fill-time, video bitrate and throughput, and detect playback buffer depletion and quality degradation events. ISPs can use our methods to measure, monitor, and manage Netflix user experience in real- time.

  • The Repercussions of Game Multiplayer Online Battle Arena

    In this digital era, games become one of entertainment that knows no age. For students, the game can have a positive impact, namely increasing cognitive and motoric abilities. This research seeks to see the experience of students in Jakarta after playing the DOTA 2 game. DOTA 2 is one of the famous games and one of the games that once recorded a record of making an event with the biggest prize in the world of E-Sport. The research method used is neuroresearch. Data is obtained through questionnaires with user experience indicators. The results of the study show that the graphics and game style are the determinants of user experience where gameplay and the purpose of play are the main indicators of the user experience of this game.

  • Analysis of User Interaction in the Schedule of Consultantations and Exams via Smartphone

    The contribution of interaction design in improving the experience of using applications installed in the new generation of smartphone represents a research dimension of interest. The article discusses the design of a software application designed to be installed on smartphones and to be used by only one hand. Through the design of an ergonomic interface, according to the anatomy of the human hand, new forms of interaction and the use of this type of devices were studied. The study presented in this paper seeks to identify if the adaptation of people at the time of interaction is due to the dimensions of the device or if that interaction is also constrained because of design issues. Some applications present an inadequate interface, which has not evolved and does not introduce new methods of interaction for promoting interactions that require the use of only one hand. The article explores synergies between Interaction Design, Human and Ergonomic Factors, and Information Architecture. The methodology chosen for the development of this project was the Agile Design Science Research (ADSR) applied to a specific case study. The proposed solution uses service design thinking techniques with context-awareness mechanisms applied to the healthcare sector. In the context of the case study, the research challenges focus mainly on monitoring the impact of the proposed solution on streamlining the interaction of the customer-segment with the customer care service provider in the healthcare institution, using mobile devices. Such dematerialization of processes transfers customer interaction to new channels, reducing the need to travel to the institution for simple administrative processes. The value proposal, therefore, focuses on a set of services for self-management of the information necessary for the client to be able to interact more comfortably with the customer service provider in the healthcare institution.

  • Applicability Analysis on Three Interaction Paradigms in Immersive VR Environment

    The work intends to research the characteristics and applicability of three different types of interaction paradigms in immersive VR environment. For this purpose, a three-dimensional VR scene is designed based on the Unity3D simulation engine, and three types of interaction paradigms, including graphical user interface interaction paradigm, gesture interaction paradigm and voice interaction paradigm, are developed into this VR scene respectively. And the designed immersive and interactive scenes are experienced with HTC Vive. Taking into consideration the development of three interaction paradigms, the computational costs of the running scene with different type of interaction paradigm, and the user learning cost, the characteristics of the three types of interaction paradigms are explored and compared with each other for applicability analysis. Furthermore, the recommendation for selecting the appropriate interaction paradigm in different circumstances is provided according to analysis result.

  • The Influence of User Experience Playerunknown's Battlegrounds Game Toward Adaptive Learning

    the development of games that are increasingly rapid by itself has produced a variety of works that are in great demand by game players. PlayerUnknown's Battleground (PUBG) is one of the best-selling examples of games downloaded in early 2018. This study seeks to see how user experience and adaptive learning are obtained from this game. The research method uses neuroresearch. The results of the study show that the user experience is determined by the interest in the game. While the interest in being a pro player is a determining factor for players experiencing adaptive learning.

  • Enhancing User Experience of Task Assignment in Spatial Crowdsourcing: A Self-adaptive Batching Approach

    Faced with the explosive demand of real-world applications, spatial crowdsourcing has attracted much attention, in which task assignment algorithms take the dominant role in the past few years. On the one hand, most recent studies concentrate on maximizing the overall benefits of the platform, ignoring the fact that user experience also plays an essential role in task allocation. On the other hand, they focus on matching, that is, how to assign tasks, rather than batching, that is, when to make assignment. In fact, user experience also depends on batching, but this is largely overlooked by current studies. In this paper, we propose a self-adaptive batching mechanism to enhance user experience in spatial crowdsourcing. With appropriate start-up timestamps, previous matching methods can perform better. Multi-armed bandit algorithm in reinforcement learning is adopted to split the batch dynamically according to historical current states. Extensive experimental results on both real and synthetic datasets demonstrate the effectiveness and efficiency of the proposed approach.

  • Web Navigation and Usability Analysis of Educational Websites in Pakistan

    Website plays a vital role for any university. It is like the digital footprint of your physical existence because before visiting university, stakeholders usually visit their corresponding websites. The purpose of this research is to apply the trunk test to check the website navigability on the recognized private educational institutes of Pakistan to evaluate that how the websites are designed to be comfortable, navigable and usable for the user. More than hundred private sector educational websites of Pakistan are tested and evaluated using trunk test approach and the suggestion are being made to improve the navigability and usability of Pakistan's' educational websites.

  • The Evaluation of Business Process Simulation Software from User Experience Perspective using the User Experience Questionnaire

    Industrial Revolution 4.0 requires the education sector to find new ways to learn. The education sector must be able to create industry-ready graduates who require graduates with good analytical thinking, capable of solving complex problem, creative and adaptable. BeeCEO is one of the business process simulation software developed to meet these needs. Users can practice the business process theory in this business process simulation. However, to ensure that BeeCEO has been used properly by users, it is important to know in advance if BeeCEO has fulfilled all the dimensions of the user experience (UX). User Experience Questionnaire is a technique that can be used to assess whether BeeCEO has met users’ expectations from the user experience dimensions. The results of this study show which BeeCEO UX dimensions need to be improved before they can be fully utilized by users.

  • Empathy: Its Proximate and Ultimate Bases in Advancing Technology

    Empathy is ubiquitous in the design process of advancing technology, which is aimed for the benefit of humanity. Proximately, empathy of engineers arises after perceiving and then understanding the context of their users. Empathy is necessary during prototyping, the user feedback generating process, as empathy affects communication quality between the two parties. On the ultimate base, the usability of empathic design shapes the better user experience. Many studies have indicated the importance of empathy, especially and mostly in the beginning of designing a product for divergent thinking. In our study, we argue that empathy should be practiced in every step of the creative design thinking process, the Double Diamond Model, for different purposes. As a result, we propose the Guideline L.O.V.E. for empathy for engineers to follow up while they are engaging in the design thinking process. Four letters, L.O.V.E., respectively stand for listening, observing, valuing and engaging. In every phase of the Double Diamond Model, the four keys can be examined and there is no conflict. We believe that only when engineers increase and practice empathy do their products empathically benefit their users.

  • The Effect of Game Experience from Counter-Strike: Global Offensive

    The game has developed rapidly, starting from simple graphics and quests, then now the game has a graphic with good quality and complex quests. Most people think of games as a means of playing and wasting time, but games can be used as stress relievers, learning media, making money and many more uses. Therefore, the game requires a good game experience (GX). The GX in question is GX which can make users understand and feel the situation or condition of emotions playing the game.



Standards related to User Experience

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No standards are currently tagged "User Experience"