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Quantifying The User Experience

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Quantifying the User Experience

Quantifying the User Experience Book
Author : Jeff Sauro,James R. Lewis
Publisher : Elsevier
Release : 2012
ISBN : 0123849683
Language : En, Es, Fr & De

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Book Description :

"The primary purpose of this book is to provide a statistical resource for those who measure the behavior and attitudes of people as they interact with interfaces. The focus is on methods applicable to practical user research, based on our experience, investigations, and reviews of the latest statistical literature"--

Quantifying the User Experience

Quantifying the User Experience Book
Author : Jeff Sauro,James R Lewis
Publisher : Morgan Kaufmann
Release : 2016-07-12
ISBN : 0128025484
Language : En, Es, Fr & De

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Book Description :

Quantifying the User Experience: Practical Statistics for User Research, Second Edition, provides practitioners and researchers with the information they need to confidently quantify, qualify, and justify their data. The book presents a practical guide on how to use statistics to solve common quantitative problems that arise in user research. It addresses questions users face every day, including, Is the current product more usable than our competition? Can we be sure at least 70% of users can complete the task on their first attempt? How long will it take users to purchase products on the website? This book provides a foundation for statistical theories and the best practices needed to apply them. The authors draw on decades of statistical literature from human factors, industrial engineering, and psychology, as well as their own published research, providing both concrete solutions (Excel formulas and links to their own web-calculators), along with an engaging discussion on the statistical reasons why tests work and how to effectively communicate results. Throughout this new edition, users will find updates on standardized usability questionnaires, a new chapter on general linear modeling (correlation, regression, and analysis of variance), with updated examples and case studies throughout. Completely updated to provide practical guidance on solving usability testing problems with statistics for any project, including those using Six Sigma practices Includes new and revised information on standardized usability questionnaires Includes a completely new chapter introducing correlation, regression, and analysis of variance Shows practitioners which test to use, why they work, and best practices for application, along with easy-to-use Excel formulas and web-calculators for analyzing data Recommends ways for researchers and practitioners to communicate results to stakeholders in plain English

Quantifying the User Experience 2nd Edition

Quantifying the User Experience  2nd Edition Book
Author : Jeff Sauro,James Lewis
Publisher :
Release : 2016
ISBN :
Language : En, Es, Fr & De

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Book Description :

Quantifying the User Experience: Practical Statistics for User Research, Second Edition, provides practitioners and researchers with the information they need to confidently quantify, qualify, and justify their data. The book presents a practical guide on how to use statistics to solve common quantitative problems that arise in user research. It addresses questions users face every day, including, Is the current product more usable than our competition? Can we be sure at least 70% of users can complete the task on their first attempt? How long will it take users to purchase products on the website? This book provides a foundation for statistical theories and the best practices needed to apply them. The authors draw on decades of statistical literature from human factors, industrial engineering, and psychology, as well as their own published research, providing both concrete solutions (Excel formulas and links to their own web-calculators), along with an engaging discussion on the statistical reasons why tests work and how to effectively communicate results. Throughout this new edition, users will find updates on standardized usability questionnaires, a new chapter on general linear modeling (correlation, regression, and analysis of variance), with updated examples and case studies throughout. Completely updated to provide practical guidance on solving usability testing problems with statistics for any project, including those using Six Sigma practices Includes new and revised information on standardized usability questionnaires Includes a completely new chapter introducing correlation, regression, and analysis of variance Shows practitioners which test to use, why they work, and best practices for application, along with easy-to-use Excel formulas and web-calculators for analyzing data Recommends ways for researchers and practitioners to communicate results to stakeholders in plain English.

Excel and R Companion to the Second Edition of Quantifying the User Experience

Excel and R Companion to the Second Edition of Quantifying the User Experience Book
Author : James Lewis,Jeff Sauro, Ph.d.
Publisher : Createspace Independent Publishing Platform
Release : 2016-11-01
ISBN : 9781539679721
Language : En, Es, Fr & De

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Book Description :

A step-by-step guide for calculating the most common statistical procedures in user research using Excel or R. With over 100 examples pulled from the 2nd Edition of Quantifying the User Experience (Morgan-Kaufmann) we provide the reader with the right methods for comparing means and proportions, generating confidence intervals, finding the right sample size as well as many statistical procedures not available in common statistical packages. The procedures are relevant for small and large sample sizes.

Excel and R Companion to Quantifying the User Experience Practical Statistics for User Research

Excel and R Companion to  Quantifying the User Experience   Practical Statistics for User Research Book
Author : James R. Lewis,Jeff Sauro
Publisher : CreateSpace
Release : 2012
ISBN : 9781470025571
Language : En, Es, Fr & De

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Book Description :

A step-by-step guide for calculating the most common statistical procedures in user research using Excel or R. With 100 examples pulled from Quantifying the User Experience (Morgan-Kaufmann) we provide the reader with the right methods for comparing means and proportions, generating confidence intervals, finding the right sample size as well as many statistical procedures not available in common statistical packages. The procedures are relevant for small and large sample sizes.

Measuring the User Experience

Measuring the User Experience Book
Author : William Albert,Thomas Tullis
Publisher : Newnes
Release : 2013-05-23
ISBN : 0124157920
Language : En, Es, Fr & De

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Book Description :

Measuring the User Experience was the first book that focused on how to quantify the user experience. Now in the second edition, the authors include new material on how recent technologies have made it easier and more effective to collect a broader range of data about the user experience. As more UX and web professionals need to justify their design decisions with solid, reliable data, Measuring the User Experience provides the quantitative analysis training that these professionals need. The second edition presents new metrics such as emotional engagement, personas, keystroke analysis, and net promoter score. It also examines how new technologies coming from neuro-marketing and online market research can refine user experience measurement, helping usability and user experience practitioners make business cases to stakeholders. The book also contains new research and updated examples, including tips on writing online survey questions, six new case studies, and examples using the most recent version of Excel. Learn which metrics to select for every case, including behavioral, physiological, emotional, aesthetic, gestural, verbal, and physical, as well as more specialized metrics such as eye-tracking and clickstream data Find a vendor-neutral examination of how to measure the user experience with web sites, digital products, and virtually any other type of product or system Discover in-depth global case studies showing how organizations have successfully used metrics and the information they revealed Companion site, www.measuringux.com, includes articles, tools, spreadsheets, presentations, and other resources to help you effectively measure the user experience

Benchmarking the User Experience

Benchmarking the User Experience Book
Author : Jeff Sauro
Publisher : Measuringu Press
Release : 2018-06-25
ISBN : 9780692149096
Language : En, Es, Fr & De

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Book Description :

"This is a practical book about how to measure the user experience of websites, software, mobile apps, products, or just anything people use. This book is for UX researchers, designers, product owners, or anyone that has a vested interest in improving experience of websites and products"--Introduction.

Handbook of Research on User Experience in Web 2 0 Technologies and Its Impact on Universities and Businesses

Handbook of Research on User Experience in Web 2 0 Technologies and Its Impact on Universities and Businesses Book
Author : Pelet, Jean-Éric
Publisher : IGI Global
Release : 2020-09-18
ISBN : 1799837580
Language : En, Es, Fr & De

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Book Description :

As various areas of discipline continue to progress into the digital age, diverse modes of technology are being experimented with and ultimately implemented into common practices. Mobile products and interactive devices, specifically, are being tested within educational environments as well as corporate business in support of online learning and e-commerce initiatives. There is a boundless stock of factors that play a role in successfully implementing web technologies and user-driven learning strategies, which require substantial research for executives and administrators in these fields. The Handbook of Research on User Experience in Web 2.0 Technologies and Its Impact on Universities and Businesses is an essential reference source that presents research on the strategic role of user experience in e-learning and e-commerce at the level of the global economy, networks and organizations, teams and work groups, and information systems. The book assesses the impact of e-learning and e-commerce technologies on different organizations, including higher education institutions, multinational corporations, health providers, and business companies. Featuring research on topics such as ubiquitous interfaces, computer graphics, and image processing, this book is ideally designed for program developers and designers, researchers, practitioners, IT professionals, executives, academicians, and students.

A Practical Guide to Measuring Usability

A Practical Guide to Measuring Usability Book
Author : Jeff Sauro
Publisher : CreateSpace
Release : 2010-11-02
ISBN : 9781453806562
Language : En, Es, Fr & De

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Book Description :

A detailed and readable guide that answers the most common questions that arise when measuring the usability of websites, software or cellphones. What measures do you take? What do have users do? What questionnaires do you use? What about sample size and statistical analysis?

Improving the User Experience through Practical Data Analytics

Improving the User Experience through Practical Data Analytics Book
Author : Mike Fritz,Paul D. Berger
Publisher : Morgan Kaufmann
Release : 2015-03-03
ISBN : 0128006781
Language : En, Es, Fr & De

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Book Description :

Improving the User Experience through Practical Data Analytics shows you how to make UX design decisions based on data—not hunches. Authors Fritz and Berger help the UX professional recognize the enormous potential of user data that is collected as a natural by-product of routine UX research methods, including moderated usability tests, unmoderated usability tests, surveys, and contextual inquiries. Then, step-by-step, they explain how to utilize both descriptive and predictive statistical techniques to gain meaningful insight with that data. By mastering the use of these techniques, you’ll delight your users, increase your bottom line and gain a powerful competitive advantage for your company—and yourself. Key features include: Practical advise on choosing the right data analysis technique for each project. A step-by-step methodology for applying each technique, including examples and scenarios drawn from the UX field. Detailed screen shots and instructions for performing the techniques using Excel (both for PC and Mac) and SPSS. Clear and concise guidance on interpreting the data output. Exercises to practice the techniques Practical guidance on choosing the right data analysis technique for each project. Real-world examples to build a theoretical and practical understanding of key concepts from consumer and financial verticals. A step-by-step methodology for applying each predictive technique, including detailed examples. A detailed guide to interpreting the data output and examples of how to effectively present the findings in a report. Exercises to learn the techniques

Human Computer Interaction Interaction Platforms and Techniques

Human Computer Interaction  Interaction Platforms and Techniques Book
Author : Julie A. Jacko
Publisher : Springer
Release : 2007-08-23
ISBN : 3540731075
Language : En, Es, Fr & De

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Book Description :

Here is the second of a four-volume set that constitutes the refereed proceedings of the 12th International Conference on Human-Computer Interaction, HCII 2007, held in Beijing, China, jointly with eight other thematically similar conferences. It covers graphical user interfaces and visualization, mobile devices and mobile interaction, virtual environments and 3D interaction, ubiquitous interaction, and emerging interactive technologies.

About Face

About Face Book
Author : Alan Cooper,Robert Reimann,David Cronin,Christopher Noessel
Publisher : John Wiley & Sons
Release : 2014-08-13
ISBN : 111876658X
Language : En, Es, Fr & De

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Book Description :

The essential interaction design guide, fully revised andupdated for the mobile age About Face: The Essentials of Interaction Design, FourthEdition is the latest update to the book that shaped andevolved the landscape of interaction design. This comprehensiveguide takes the worldwide shift to smartphones and tablets intoaccount. New information includes discussions on mobile apps,touch interfaces, screen size considerations, and more. Thenew full-color interior and unique layout better illustrate moderndesign concepts. The interaction design profession is blooming with the successof design-intensive companies, priming customers to expect "design"as a critical ingredient of marketplace success. Consumers havelittle tolerance for websites, apps, and devices that don't live upto their expectations, and the responding shift in businessphilosophy has become widespread. About Face isthe book that brought interaction design out of the research labsand into the everyday lexicon, and the updated FourthEdition continues to lead the way with ideas and methodsrelevant to today's design practitioners anddevelopers. Updated information includes: Contemporary interface, interaction, and product designmethods Design for mobile platforms and consumer electronics State-of-the-art interface recommendations and up-to-dateexamples Updated Goal-Directed Design methodology Designers and developers looking to remain relevant through thecurrent shift in consumer technology habits will find AboutFace to be a comprehensive, essential resource.

Microinteractions Full Color Edition

Microinteractions  Full Color Edition Book
Author : Dan Saffer
Publisher : "O'Reilly Media, Inc."
Release : 2013-10-10
ISBN : 1491945974
Language : En, Es, Fr & De

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Book Description :

It’s the little things that turn a good digital product into a great one. With this full color practical book, you’ll learn how to design effective microinteractions: the small details that exist inside and around features. How can users change a setting? How do they turn on mute, or know they have a new email message? Through vivid, real-world examples from today’s devices and applications, author Dan Saffer walks you through a microinteraction’s essential parts, then shows you how to use them in a mobile app, a web widget, and an appliance. You’ll quickly discover how microinteractions can change a product from one that’s tolerated into one that’s treasured. Explore a microinteraction’s structure: triggers, rules, feedback, modes, and loops Learn the types of triggers that initiate a microinteraction Create simple rules that define how your microinteraction can be used Help users understand the rules with feedback, using graphics, sounds, and vibrations Use modes to let users set preferences or modify a microinteraction Extend a microinteraction’s life with loops, such as “Get data every 30 seconds”

Quantifying Experience and Task Performance in 3D Serious Games

Quantifying Experience and Task Performance in 3D Serious Games Book
Author : Kevin Desai
Publisher :
Release : 2019
ISBN :
Language : En, Es, Fr & De

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Book Description :

Mixed reality systems allow the development of different 3D immersive games, by immersing a live captured 3D model of a person in a virtual environment and enabling interactions and collaborations among geographically distributed people. Serious gaming is one application domain for a mixed reality system in which games are developed for primary purpose of education or training rather than just entertainment. Different aspects of a serious game such as visual, interaction, immersion, etc. influence the user’s perceived experience. Task performance in a serious game reflects how efficiently and accurately users carry out the assigned tasks. For instance, in a serious game for a virtual STEM (Science, Technology, Engineering and Mathematics) experiment, the user’s task performance can be characterized by how accurately the user follows the given procedure and how efficiently the goals are accomplished. User’s task performance in such serious games is typically influenced by his/her experience of the provided virtual environment for carrying out the assigned task. In this dissertation, we focus on the problem of quantifying experience and task performance in 3D serious games by addressing the following questions - (i) Can we, and if so how do we, quantify the user’s experience and potentially improve it in different serious games? (ii) Can we, and if so how do we, map the user’s task performance in a real world scenario to the corresponding virtual world serious game? Also, is there a correlation that exists between the user’s task performance and experience in serious games? Since serious games is a wide domain covering countless applications, it would be difficult if not impossible to generalize and answer the above questions for all of them. Hence, we focus on solving the research questions for 3 different domains of serious games developed using a mixed reality framework, namely Exergames, Multi-Modal Collaborative Virtual Laboratory (MMCVL) and Penalty training game. In order to quantify the visual experience, a learning-based objective measure is developed that emulates human perception of the 3D human open mesh quality. For a mixed reality application, a large amount of 3D data is generated and transmitted across the network, even for a single RGB-D Kinect camera. To reduce this data, based on the available bandwidth, a visual quality based vertex selection technique and a sweep-line based meshing technique is used. The user experience of a mixed reality game is improved, if accurate interactions are provided for a wide range of motion. Multiple cameras are needed to provide a complete representation of the person from all directions. A fast skeleton-based re-calibration method is developed that performs continuous and simultaneous extrinsic calibration of multiple Kinect cameras. Skeletal poses from multiple Kinect cameras are combined in order to generate a high quality combined 3D point cloud model. User studies are performed to evaluate the effect of 3 aspects - visual, interaction and immersion, on the overall quality of experience. For automatically assessing the task performance of a single user or a group of users in a 3D serious game, we formally express the assessment logic using an Augmented Hierarchical Task Network (A-HTN). Game authors are provided with an authoring script to help them incorporate the assessment logic in the game. Recording mechanism is used to store user’s task performance for assessment as well as for future reference. User studies are conducted on the 3 serious games domains and correlation analysis is performed to show that the user’s task performance improves if high quality of experience is provided in 3D serious games.

Built for Use Driving Profitability Through the User Experience

Built for Use  Driving Profitability Through the User Experience Book
Author : Karen Donoghue
Publisher : McGraw Hill Professional
Release : 2002-03-22
ISBN : 0071406271
Language : En, Es, Fr & De

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Book Description :

The first practical guide to linking business strategy with the art and science of user experience and online design It has becoming increasingly clear that the big winners in the E-business arena are those that practice customer-centric design. While there are a multitude of good books on the art and science of user interface and website design, until Built For Use, there were none that focused on user experience from the corporate strategist's and marketing manager's perspectives. Drawing upon her work as a user-experience strategist for numerous Fortune 1,000 firms, Karen Donoghue explores the dynamics of business strategy and user experience in a concise, jargon-free manner for nontechnical managers. With the help of fascinating and instructive before-and-after case studies, she helps managers become fluent in the language of user-experience; identifies user-experience and designstrategy best practices; explains how to determine what customers want; and much more.

This SUX

This SUX  Book
Author : Timothy Rotolo,Ritvij Gautam
Publisher :
Release : 2015-09-17
ISBN : 9780996828406
Language : En, Es, Fr & De

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Book Description :

TryMyUI's CEO and UX Architect co-write on their insights into usability testing and user experience design, with contributions from industry experts at Facebook and MeasuringU.

Archaeology 2 0

Archaeology 2 0 Book
Author : Eric Christopher Kansa,Sarah Whitcher Kansa,Ethan Watrall
Publisher : Cotsen Institute of Archaeology
Release : 2011
ISBN :
Language : En, Es, Fr & De

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Book Description :

Outcome of a session held at the 2008 meeting of the Society for American Archaeology (SAA) in Vancouver, British Columbia.

Modeling Users Experiences with Interactive Systems

Modeling Users  Experiences with Interactive Systems Book
Author : Evangelos Karapanos
Publisher : Springer
Release : 2012-08-09
ISBN : 3642310001
Language : En, Es, Fr & De

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Book Description :

Over the past decade the field of Human-Computer Interaction has evolved from the study of the usability of interactive products towards a more holistic understanding of how they may mediate desired human experiences. This book identifies the notion of diversity in usersʼ experiences with interactive products and proposes methods and tools for modeling this along two levels: (a) interpersonal diversity in usersʽ responses to early conceptual designs, and (b) the dynamics of usersʼ experiences over time. The Repertory Grid Technique is proposed as an alternative to standardized psychometric scales for modeling interpersonal diversity in usersʼ responses to early concepts in the design process, and new Multi-Dimensional Scaling procedures are introduced for modeling such complex quantitative data. iScale, a tool for the retrospective assessment of usersʼ experiences over time is proposed as an alternative to longitudinal field studies, and a semi-automated technique for the analysis of the elicited experience narratives is introduced. Through these two methodological contributions, this book argues against averaging in the subjective evaluation of interactive products. It proposes the development of interactive tools that can assist designers in moving across multiple levels of abstraction of empirical data, as design-relevant knowledge might be found on all these levels. Foreword by Jean-Bernard Martens and Closing Note by Marc Hassenzahl.

Designing for User Engagement

Designing for User Engagement Book
Author : Alistair Sutcliffe
Publisher : Morgan & Claypool Publishers
Release : 2010
ISBN : 1608450236
Language : En, Es, Fr & De

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Book Description :

This book explores the design process for user experience and engagement, which expands the traditional concept of usability and utility in design to include aesthetics, fun and excitement. User experience has evolved as a new area of Human Computer Interaction research, motivated by non-work oriented applications such as games, education and emerging interactive Web 2.0. The chapter starts by examining the phenomena of user engagement and experience and setting them in the perspective of cognitive psychology, in particular motivation, emotion and mood. The perspective of aesthetics is expanded towards interaction and engagement to propose design treatments, metaphors, and interactive techniques which can promote user interest, excitement and satisfying experiences. This is followed by reviewing the design process and design treatments which can promote aesthetic perception and engaging interaction. The final part of the chapter provides design guidelines and principles drawn from the interaction and graphical design literature which are cross-referenced to issues in the design process. Examples of designs and design treatments are given to illustrate principles and advice, accompanied by critical reflection. Table of Contents: Introduction / Psychology of User Engagement / UE Design Process / Design Principles and Guidelines / Perspectives and Conclusions

The Gamification of Learning and Instruction Fieldbook

The Gamification of Learning and Instruction Fieldbook Book
Author : Karl M. Kapp
Publisher : John Wiley & Sons
Release : 2013-10-11
ISBN : 1118677242
Language : En, Es, Fr & De

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Book Description :

Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning.