Wyniki wyszukiwania dla: UX (USER EXPERIENCE) - MOST Wiedzy

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Wyniki wyszukiwania dla: UX (USER EXPERIENCE)

Wyniki wyszukiwania dla: UX (USER EXPERIENCE)

  • User experience and user interface (UX/UI) design of Greencoin mobile application.

    The aim of the Greencoin mobile application is to encourage its users to change their behavior and to act pro-ecologically. The pilot version of the application will operate within the city of Gdańsk. To keep the app’s user base as large as possible, the graphical user interface should be attractive to the broadest possible audience, and the application itself should be easy and fun to use. This work is a continuation of studies...

  • A cross-disciplinary User Experience (UX) evaluation of a CRM system

    Publikacja

    - Rok 2012

  • Improving web user experience with caching user interface

    In human-computer interaction, response time is assumed generally not to exceed significantly 1-2 seconds. While the natural competition in the Internet public Web serving ensures adhering widely to such limits, some Web environments are less competitive and offer much worse user experience in terms of response time. This paper describes a solution to significantly improve user experience in terms of response time with only modification...

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  • Improving web user experience with caching user interface

    Publikacja

    - Rok 2013

    Often, Web technologies are used to operate or to configure network-enabled equipment, to configure and administer modular applications, or as teaching environments. The comfort of human work requires a similar response time in these applications as in the Internet. To improve response time, various forms of caching at different levels are employed. To improve the user experience in regard to response time when performing specific...

  • HCI and the economics of user experience

    Publikacja

    - Rok 2008

    Rodział przezentuje możliwości rozwinięcia zakresu tradycyjnych badań HCI (Human-Computer Interaction) o zagadnienia ekonomiczne, związane z jakością usług on-line, postrzeganą przez użytkownika/klienta. Praca zawiera modele jakości usług on-line oparte na elementach marketingu relacji i na wykorzystaniu ekonomicznych determinant zachowań konsumenckich w usługach on-line. Rozdział prezentuje modele projektowania i rozwoju przykładowych...

  • Towards Methodology for User Experience Measurement in On-line Services

    Artykuł prezentuje wyniki badań, których celem była identyfikacja czynników kształcących jakość postrzeganą wybranych usług on-line udostępnianych przez Internet oraz ocena wpływu czynników kształtujących lojalność ich użytkowników. Badania wykazały, że czynnikami najbardziej istotnymi są: ''atrakcyjna cena'', następnie ''poczucie bezpieczeństwa'' oraz ''wyczerpująca informacja'', a w dalszej kolejności ''wygoda'' korzystania z...

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  • On Explaining Intuitiveness of Software Engineering Techniques with User eXperience Concepts

    Publikacja

    - Rok 2013

    W referacie zawarto próbę wyjaśnienia intuicyjności technik inżynierii oprogramowania za pomocą pojęć zaczerpniętych z obszaru doświadczenia użytkownika. Analizy dotyczą zarówno intuicyjności przy pierwszym zetknięciu się użytkownika z daną techniką, jak i dynamiki transformacji epizodycznych doświadczeń na doświadczenie skumulowane i powiązane z nim postrzeganie intuicyjności. Przedyskutowano potencjalne zastosowania modelu i...

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  • Limitations of Emotion Recognition in Software User Experience Evaluation Context

    This paper concerns how an affective-behavioural- cognitive approach applies to the evaluation of the software user experience. Although it may seem that affect recognition solutions are accurate in determining the user experience, there are several challenges in practice. This paper aims to explore the limitations of the automatic affect recognition applied in the usability context as well as...

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  • Badania doświadczenia użytkownika (User Experience) w projektowaniu interakcji użytkownik-system

    Artykuł omawia coraz częściej używany termin "doświadczenie użytkownika" (ang. User Experience - UX) oraz je-go znaczenie dla emocjonalnych aspektów satysfakcji użytkownika produktów informatycznych i usług on-line. Dokona-no przeglądu czterech głównych podejść badawczych stosowanych obecnie w odniesieniu do tematyki UX: projektowa-nie interakcji, e-marketing, pomiary psychofizjologiczne i współprojektowanie usług. Przedyskutowano...

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  • Exploring the Usability and User Experience of Social Media Apps through a Text Mining Approach

    This study aims to evaluate the applicability of a text mining approach for extracting UUX-related issues from a dataset of user comments and not to evaluate the Instagram (IG) app. This study analyses textual data mined from reviews in English written by IG mobile application users. The article’s authors used text mining (based on the LDA algorithm) to identify the main UUX-related topics. Next, they mapped the identified topics...

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  • Do online reviews reveal mobile application usability and user experience? The case of WhatsApp

    The variety of hardware devices and the diversity of their users imposes new requirements and expectations on designers and developers of mobile applications (apps). While the Internet has enabled new forms of communication platform, online stores provide the ability to review apps. These informal online app reviews have become a viral form of electronic wordof-mouth (eWOM), covering a plethora of issues. In our study, we set ourselves...

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  • Comparing Apples and Oranges: A Mobile User Experience Study of iOS and Android Consumer Devices

    Publikacja

    - Rok 2023

    With the rapid development of wireless networks and the spread of broadband access around the world, the number of active mobile user devices continues to grow. Each year more and more terminals are released on the market, with the smartphone being the most popular among them. They include low-end, mid-range, and of course high-end devices, with top hardware specifications. They do vary in build quality, utilized type of material,...

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  • User experience evaluation study on the quality of 1K, 2K, and 4K H.265/HEVC video content

    Nowadays, most content creators focus on distributing rich media at the highest possible resolution. Currently, the majority of sold consoles, media players, computer hardware, as well as displays and TVs are advertised as 4K-compatible. The same trend is observed in the case of popular online streaming services and terrestrial TV broadcasts. Generally speaking, it is assumed that higher bitrates provide higher subjective judgements....

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  • Design for User Experience

    Konferencje

  • Leveraging Generative AI Tools for UX Design in Lean and Agile Projects

    Publikacja

    - Rok 2024

    Recent advancements in Generative AI (GenAI) open new opportunities to improve User Experience (UX) practitioners’ efficiency in their projects. Due to intensive teamwork caused by time pressure and readiness for rapid changes, Lean and Agile project management seems particularly predestined for easy adoption of GenAI-supported UX design methods. However, precipitate and spontaneous leveraging of GenAI tools to UX design bears...

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  • Igor Garnik dr inż.

    Jest absolwentem Wydziału Elektroniki Politechniki Gdańskiej (1992). Z Politechniką Gdańską związany zawodowo od 1997 roku – zatrudniony najpierw jako asystent w Zakładzie Ergonomii i Eksploatacji Systemów Technicznych na Wydziale Zarządzania i Ekonomii, a następnie – po uzyskaniu stopnia doktora w 2006 roku jako adiunkt. W latach 2009–2015 pełnił funkcję koordynatora Bałtyckiego Festiwalu Nauki na Wydziale Zarządzania i Ekonomii....

  • Interaction Design in Agile IT Projects

    Publikacja

    - Rok 2021

    In recent years, interactive systems, such as various types of software, online services or mobile applications, have become an integral part of everyday life. Interactive systems and digital services should be easy to use and provide a positive User Experience (UX). For this reason, interaction design has recently emerged as a distinct professional area of information technology (IT). Easy interaction and user experience (UX)...

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  • Study on VR Application Efficiency of Selected Android OS Mobile Devices

    Publikacja

    Currently, the number of scenarios for using VR (Virtual Reality) technology grows every year. Yet, there are still issues associated with it, related with the performance of the mobile device itself. The aim of this work is to perform an analysis of the effectiveness of virtual reality applications in case of mobile platforms. We put the main emphasis on examining the performance and efficiency of four different hardware and software...

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  • HCI-Based Wireless System for Measuring the Concentration of Mining Machinery and Equipment Operators

    Publikacja

    - Applied Sciences-Basel - Rok 2023

    Maintaining stable and reliable working conditions is a matter of vital importance for various companies, especially those involving heavy machinery. Due to human exhaustion, as well as unpredicted hazards and dangerous situations, the personnel has to take actions and wisely plan each move. This paper presents a human–computer interaction (HCI)-based system that uses a concentration level measurement function to increase the safety...

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  • Subjective quality evaluation of 8- and 10-bit MP4-coded video sequences from Netflix

    Publikacja

    Recently, many researchers have been intensively conducting quality of service (QoS), quality of experience (QoE), and user experience (UX) studies in the field of video analysis. This paper is intended to make a new, complementary contribution to this field. Currently, streaming platforms are key products in relation to delivering video content online. Most often, they include the MP4 video format, which is most widely utilized...

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  • Marcin Sikorski prof. dr hab. inż.

    Marcin Sikorski jest profesorem w Katedrze Informatyki w Zarządzaniu na Wydziale Zarządzania i Ekonomii Politechniki Gdańskiej. Wcześniej odbył liczne pobyty w instytucjach naukowych, m.in. w Niemczech (Uniwersytety w Bonn i w Heidelbergu), Szwajcarii (ETH Zurich), Holandii (TU Eindhoven) i USA (Harvard University). Prof. Sikorski jest przedstawicielem Polski w komitecie TC13 Human-Computer-Interaction w międzynarodowej organizacji...

  • Kamil Brodnicki dr inż.

    Kamil Brodnicki jest asystentem w Katedrze Informatyki w Zarządzaniu na Wydziale Ekonomii i Zarządzania Politechniki Gdańskiej. Od 2017 roku jest kierownikiem laboratorium Customer Experience. Od 2011 roku pracuje w jednej z trójmiejskich firm IT jako Analityk Systemów Informatycznych, realizując projekty z branży finansowej. Jego zainteresowania badawcze koncentrują się w następujących obszarach: ergonomia i użyteczność w projektach...

  • Experience Visualizaton

    Publikacja

    Set of Experience Knowledge Structure (SOEKS) has proved its capability of storing substantial part of experience at a particular decision point. The management of SOEKS record is also proposed in many papers for example referring to concepts of Decisional DNA knowledge representation, that is a collection of a number of SOEKS. The aim of this paper is to focus on visualization and practical aspects of presenting gathered knowledge...

  • Usability and relational factors in user-perceived quality of online services

    The purpose of this paper is to identify the key determinants of con-sumer-perceived usability of online service websites and their impact on e-loyalty potential, expressed by customer’s willingness to return and to recommend the website to others. In this experimental usability study fifteen video-recorded users performed specific tasks in financial, travel and health online service websites. After completing the tasks users filled...

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  • The Crowd as a Source of Knowledge - From User Feedback to Fulfilling Requirements

    Publikacja

    - Rok 2024

    Crowd-based and data-intensive requirements engineering (RE) strategy is an approach for gathering and analyzing information from the general public or the so-called crowd to derive validated user requirements. This study aims to conceptualize the process of analyzing information from a crowd to achieve the fulfillment of user requirements. The created model is based on the ADO framework (Antecedents-Decisions-Outcomes). In the...

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  • The impact of end-user participation in IT projects on product usability

    Publikacja

    - Rok 2013

    Many companies implementing new IT projects encounter numerous problems with ensuring good final product usability. The strong market competition they experience often results in necessity of undertaking difficult decisions with regard to cost minimization. This may force cuts in usability expertise and consulting, most often by limiting end-user participation in the project. However, it may also result in serious consequences...

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  • Experience oriented enhancement of smartness for Internet of Things

    Publikacja

    - Rok 2015

    In this paper, we propose a novel approach, the Experience-Oriented Smart Things that allows experiential knowledge discovery, storage, involving, and sharing for Internet of Things. The main features, architecture, and initial experiments of this approach are introduced. Rather than take all the data produced by Internet of Things, this approach focuses on acquiring only interesting data for its knowledge discovery process. By...

  • Rafał Leszczyna dr hab. inż.

    Dr hab. inż. Rafał Leszczyna jest profesorem uczelni na Wydziale Zarządzania i Ekonomii Politechniki Gdańskiej. W lipcu 2020 r., na podstawie osiągnięcia naukowego w obszarze zarządzania cyberbezpieczeństwem infrastruktur krytycznych w sektorze elektroenergetycznym, uzyskał stopień doktora habilitowanego w dziedzinie nauk inżynieryjno-technicznych, dyscyplina informatyka techniczna i telekomunikacja. W latach 2004–2008 pracował...

  • Ensuring the QoE-Related Fairness to Reduce the User Abandonment Ratio

    Publikacja

    These days, it is quite a challenge for app owners to keep users engaged with an app. Currently, the level of user abandonment is one of the key parameters that application owners are interested in. To meet these challenges, we are conducting an extended study of a previously proposed solution that significantly reduces the abandonment rate of a given application. The investigated solution is based on the methods of fairness using...

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  • User-oriented GIS tools in higher education of urban design and planning

    Geographic information systems (GIS) have emerged as indispensable tools for decision-making, planning and problem-solving tasks across various domains in today’s evolving world. However, there exists a pressing need to augment the utilisation of GIS tools in higher education of urban design and planning to foster a user-oriented approach. This article explores the imperative of integrating GIS tools more comprehensively into higher...

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  • Cognition and Decisional Experience to Support Safety Management in Workplaces

    Publikacja

    Hazards are present in all workplaces and can result in serious injuries, short and long-term illnesses, or death. In this context, management of safety is essential to ensure the occupational health of workers. Aiming to assist the safety management process, especially in industrial environments, a Cognitive Vision Platform for Hazard Control (CVP-HC) is proposed. This platform is a Cyber Physical system, capable of identifying...

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  • Dorota Dominika Kamrowska-Załuska dr hab. inż. arch.

    Dr hab. inż. arch. Dorota Kamrowska-Załuska, profesorka Politechniki Gdańskiej, jest od 2002 roku związana z Katedrą Urbanistyki i Planowania Regionalnego na Wydziale Architektury Politechniki Gdańskiej. Wieloletnia Kierowniczka Studiów Podyplomowych Urbanistyki i Gospodarki Przestrzennej „Projektowanie przestrzeni i zarządzanie”, odbyła staże badawcze w kilku instytucjach badawczych w tym Massachusetts Institute of Technology...

  • Creative sprints: an unplanned broad agile evaluation and redesign process.

    Publikacja

    - Rok 2014

    We report how a request for routine usability work rapidly evolved into a novel agile process for evaluation and redesign. This process is described and then analysed to identify reasons for success. This analysis supports realistic knowledge transfer between User Experience professionals by outlining how similar future processes could succeed.

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  • Deep learning for recommending subscription-limited documents

    Publikacja

    Documents recommendation for a commercial, subscription-based online platform is important due to the difficulty in navigation through a large volume and diversity of content available to clients. However, this is also a challenging task due to the number of new documents added every day and decreasing relevance of older contents. To solve this problem, we propose deep neural network architecture that combines autoencoder with...

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  • Angażujący wykład z Mentimeter – warsztat stacjonarny

    Wydarzenia

    08-04-2022 13:15 - 08-04-2022 15:00

    CNE zaprasza na stacjonarne warsztaty do Sali Kreatywnej w Hydromechanice. Będziemy projektować wykłady w Mentimeter. Na warsztat obowiązują zapisy (link na stronie cne.pg.edu.pl). Szkolenie będzie transmitowane.

  • Study on AR Application Efficiency of Selected iOS and Android OS Mobile Devices

    Publikacja

    - Rok 2022

    Currently, the number of scenarios for using AR (Augmented Reality) tools grows every year. Yet, there are still some open performance issues associated with this technology, related with the efficiency of the mobile device itself, including build-in components or the operation system. The purpose of this study was to investigate available augmented reality engines for mobile platforms. First, a review of current graphics and AR...

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  • Quality Expectations of Mobile Subscribers

    Mobile systems, by nature, have finite resources. Radio spectrum is limited, expensive and shared between many users and services. Mobile broadband networks must support multiple applications of voice, video and data on a single IP-based infrastructure. These converged services each have unique traffic holding and quality requirements. A positive user experience must be obtained through efficient partitioning of the available wireless...

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  • Design thinking (DT) for the design and planning education of engineer-architects

    Engineers are facing new challenges connected with globalisation, digitisation and the increased complexity of the design process. This calls for new, more interdisciplinary and user-oriented approaches to problem- solving. In this article, the authors analyse design thinking (DT) as a method to support the education of engineers specialising in architecture and urban planning. Identified in this study are the opportunities this...

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  • Energy Efficiency Study of Audio-video Content Consumption on Selected Android Mobile Terminals

    Publikacja

    Mobile devices are widely used by billions of users worldwide. Thanks to their main advantage, which is portability, they should be fully operational as long as possible, without the need to recharge or connect them to external power sources. This paper describes a study, carried out on four different mobile devices, with different hardware and software parameters, running the Android operating system. The research campaign involved...

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  • Virtual engineering process (VEP): a knowledge representation approach for building bio-inspired distributed manufacturing DNA

    The objective of this research is to provide a user-friendly and effective way of representing engineering processes for distributed manufacturing systems so that they can develop, accumulate and share knowledge. The basic defini-tion and principle of the approach is introduced first and then the prototype version of the system is developed and demonstrated with case studies, which verify the feasibility of the proposed approach....

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  • Performance of Noise Map Service Working in Cloud Computing Environment

    In the paper a noise map service designated for the user interested in environmental noise subject is presented. It is based on cloud computing. Noise prediction algorithm and source model, developed for creating acoustic maps, are working in cloud computing environment. In the study issues related to noise modeling of sound propagation in urban spaces are discussed with a special focus on road noise. Examples of results obtained...

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  • Jakość usług interaktywnych: projektowanie, ocena, doskonalenie

    Publikacja

    - Rok 2014

    W publikacji poddano analizie główne koncepcje jakości usług on-line, zorientowane na następujące cele: jakość techniczno-funkcjonalna, interakcja użytkownik-system, doświadczenie użytkownika (User Experience), satysfakcja klienta oraz budowa relacji i lojalności klienta. Omówiono związek tych koncepcji z pięcioma perspektywami projektowymi jako środkami realizacji wspomnianych celów jakościowych. Przeanalizowano istotę i zawartość...

  • Smart Innovation Management in Product Life Cycle

    Publikacja

    The present paper proposes a framework for smart innovation management of the product using a Smart Knowledge Management System comprising Set of Experience Knowledge Structure (SOEKS) and Decisional DNA. This proposed system will allow the entrepreneurs and organizations to perform the innovation process technically and quickly as this framework will store knowledge as well as experiences of the past innovations done in various...

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  • Challenges in providing support for management of evidence-based arguments

    The paper considers selected challenges related to the application of evidence based arguments and maps them on the tool support level. In particular, we consider: communication and teamwork, handling large arguments, evidence management and integration, argument assessment and communication, change control and reporting, evidence reuse, user data security and argument portfolio management. Then we explain how these challenges...

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  • Minimising the Churn Out of the Service by Using a Fairness Mechanism

    Publikacja

    The paper proposes an algorithm of bandwidth distribution, ensuring fairness to end-users in computer networks. The proposed algorithm divides users into satisfied and unsatisfied users. It provides fairness in terms of quality of experience (QoE) for satisfied users and quality of service (QoS) for unsatisfied users. In this paper, we present detailed comparisons relevant to service providers to show the advantages of the proposed...

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  • The significance of the underground experience: Selection of reference design cases from the underground public transport stations and interchanges of the European Union

    Abstract Background Recent research into the way public transport users appreciate stations and interchanges has highlighted several key aspects. Importantly, the optimization of these facilities should not simply aim to resolve dissatisfiers, but should also focus on addressing satisfiers, through the incorporation of factors such as comfort and experience. ‘Soft requirements,’ which have emerged in architecture and urban design,...

  • Video Semantic Analysis Framework based on Run-time Production Rules - Towards Cognitive Vision

    Publikacja

    This paper proposes a service-oriented architecture for video analysis which separates object detection from event recognition. Our aim is to introduce new tools to be considered in the pathway towards Cognitive Vision as a support for classical Computer Vision techniques that have been broadly used by the scientific community. In the article, we particularly focus in solving some of the reported scalability issues found in current...

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  • Speace frienly for the blind = Przestrzeń przyjazna dla niewidomych

    Publikacja

    - Rok 2012

    The article presents issues connected with accessibility of public space for people with eyesight disabilities. The use of the extravisual spatial stimuli in shaping the urban environment has been analysed. Spaces in which musltisensory spatial reception is feasible become user-friendly, as they come to meet the changing needs of their users. The article introduces a system of textures aiding spatial orientation, navigation and...

  • Designing effective educational games - a case study of a project management game

    This paper addresses the issues of designing effective educational games. We aim at investigating how the cognitive, behavioral and emotional aspects of the games influence their educational effectiveness. The results were obtained with an observational user experience study extended with affect analysis carried out for a project management game GraPM. We analyzed the...

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  • Kamila Kokot-Kanikuła mgr

    Kamila Kokot-Kanikuła pracuje w Bibliotece Politechniki Gdańskiej w Sekcji Budowy Zbiorów Cyfrowych i Multimedialnych na stanowisku starszego bibliotekarza. Jest absolwentką Instytutu Historycznego oraz Informacji Naukowej i Bibliotekoznawstwa na Uniwersytecie Wrocławskim. Główne kierunki zainteresowań to starodruki, biblioteki cyfrowe, repozytoria instytucjonalne, Otwarte Zasoby Edukacyjne, Open Access i Open Data. W bibliotece...