June 13, 2021

Download Ebook Free Quantifying The User Experience

Quantifying the User Experience

Quantifying the User Experience
Author : Jeff Sauro,James R Lewis
Publisher : Morgan Kaufmann
Release Date : 2016-07-12
Category : Computers
Total pages :350
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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 "Quantifying the User Experience-- Practical Statistics for User Research

Excel and R Companion to
Author : James R. Lewis,Jeff Sauro
Publisher : CreateSpace
Release Date : 2012
Category : Psychology
Total pages :336
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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.

Benchmarking the User Experience

Benchmarking the User Experience
Author : Jeff Sauro
Publisher : Measuringu Press
Release Date : 2018-06-25
Category : User interfaces (Computer systems)
Total pages :334
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"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.

Quantifying the User Experience, 2nd Edition

Quantifying the User Experience, 2nd Edition
Author : Jeff Sauro,James Lewis
Publisher : Unknown
Release Date : 2016
Category : Human-computer interaction
Total pages :350
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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
Author : James Lewis,Jeff Sauro, Ph.d.
Publisher : Createspace Independent Publishing Platform
Release Date : 2016-11-01
Category :
Total pages :396
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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.

Measuring the User Experience

Measuring the User Experience
Author : Thomas Tullis,Bill Albert,William Albert
Publisher : Morgan Kaufmann
Release Date : 2013
Category : Computers
Total pages :301
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Provides practical information to enable usability professionals and product developers to effectively measure the usability of any product by choosing the right metric, applying it and effectively using the information it reveals. Original.

De structuur van wetenschappelijke revoluties

De structuur van wetenschappelijke revoluties
Author : Thomas S. Kuhn
Publisher : Boom Koninklijke Uitgevers
Release Date : 1972
Category : Science
Total pages :238
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User Experience Questionnaires

User Experience Questionnaires
Author : Martin Schrepp
Publisher : Unknown
Release Date : 2021-04-11
Category :
Total pages :234
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A good user experience is extremely important for the success of an interactive product. It is therefore important for the design and improvement of the product to be able to measure this aspect. Different users often have strongly diverging opinions about the user experience of a product. Because questionnaires allow data to be collected from large samples with little effort, they are a very popular and widely used method for quantifying the user experience.This book is intended to help user experience researchers to use questionnaires in their research activities and to get the best out of the data. The book provides an overview of popular questionnaires and describes their basic concepts and structure. To help researchers to select the best questionnaire for their projects different common user experience qualities are discussed in detail. It is also described how to create new questionnaires that measure the relevant aspects of user experience. Specific guidance on data collection, data analysis, and presentation of results is also provided.

Built for Use: Driving Profitability Through the User Experience

Built for Use: Driving Profitability Through the User Experience
Author : Karen Donoghue
Publisher : McGraw Hill Professional
Release Date : 2002-03-22
Category : Business & Economics
Total pages :272
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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.

Design, User Experience, and Usability: Theory and Practice

Design, User Experience, and Usability: Theory and Practice
Author : Aaron Marcus,Wentao Wang
Publisher : Springer
Release Date : 2018-06-03
Category : Computers
Total pages :811
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The three-volume set LNCS 10918, 10919, and 10290 constitutes the proceedings of the 7th International Conference on Design, User Experience, and Usability, DUXU 2018, held as part of the 20th International Conference on Human-Computer Interaction, HCII 2018, in Las Vegas, NV, USA in July 2018. The total of 1171 papers presented at the HCII 2018 conferences were carefully reviewed and selected from 4346 submissions. The papers cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of applications areas. The total of 165 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. The 55 papers included in this volume are organized in topical sections on design thinking, methods and practice, usability and user experience evaluation methods and tools, and DUXU in software development.

Archaeology 2.0

Archaeology 2.0
Author : Eric Christopher Kansa,Sarah Whitcher Kansa,Ethan Watrall
Publisher : Cotsen Institute of Archaeology
Release Date : 2011
Category : Computers
Total pages :295
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Outcome of a session held at the 2008 meeting of the Society for American Archaeology (SAA) in Vancouver, British Columbia.

Quantifying Experience and Task Performance in 3D Serious Games

Quantifying Experience and Task Performance in 3D Serious Games
Author : Kevin Desai
Publisher : Unknown
Release Date : 2019
Category : Augmented reality
Total pages :129
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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.

Evaluating and Quantifying User Perception of Pavement Serviceability

Evaluating and Quantifying User Perception of Pavement Serviceability
Author : Michael S. Janoff
Publisher : Unknown
Release Date : 1983
Category : Pavements
Total pages :80
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UIST

UIST
Author : Anonim
Publisher : Unknown
Release Date : 2000
Category : Interactive computer systems
Total pages :129
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A Practical Guide to Measuring Usability

A Practical Guide to Measuring Usability
Author : Jeff Sauro
Publisher : CreateSpace
Release Date : 2010-11-02
Category : Computers
Total pages :124
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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?