TY - GEN
T1 - A Proposed Methodology for Enhancing User Experience in Mobile Applications Design for Cultural Promotion
AU - Vonitsanos, Gerasimos
AU - Voutos, Yorghos
AU - Panagiotakopoulos, Theodor
AU - Kanavos, Andreas
AU - Mylonas, Phivos
N1 - Publisher Copyright:
© 2022 IEEE.
PY - 2022
Y1 - 2022
N2 - User Experience (UX), as a theoretical and practical field of research, is based on the theory of Human Computer Interaction (HCI), studies systems, products, and services in the field of (mainly) Information Technology (IT), and aims at user satisfaction and better, more pleasant and more efficient interaction with systems. The popularity of Mobile Device Applications (MDAs) in the last decade has introduced new interaction environments and thus the need to formulate, develop and adapt to them, theories, and methods of UX. We present UX as a theoretical and practical framework and record its methodology - both the general one for various systems so far, and the specific one for Mobile Device Applications and more specifically for those that project cultural content in conventional ways and through augmentation. As part of the research, high-fidelity prototypes were designed and were tested during a user survey (usability test, questionnaire) for extracting conclusions to improve the design of the application.
AB - User Experience (UX), as a theoretical and practical field of research, is based on the theory of Human Computer Interaction (HCI), studies systems, products, and services in the field of (mainly) Information Technology (IT), and aims at user satisfaction and better, more pleasant and more efficient interaction with systems. The popularity of Mobile Device Applications (MDAs) in the last decade has introduced new interaction environments and thus the need to formulate, develop and adapt to them, theories, and methods of UX. We present UX as a theoretical and practical framework and record its methodology - both the general one for various systems so far, and the specific one for Mobile Device Applications and more specifically for those that project cultural content in conventional ways and through augmentation. As part of the research, high-fidelity prototypes were designed and were tested during a user survey (usability test, questionnaire) for extracting conclusions to improve the design of the application.
KW - Augmented Reality
KW - Cultural Promotion
KW - Human Computer Interaction
KW - Interactive Design
KW - Prototypes
KW - User Experience
UR - http://www.scopus.com/inward/record.url?scp=85142281371&partnerID=8YFLogxK
U2 - 10.1109/SEEDA-CECNSM57760.2022.9932994
DO - 10.1109/SEEDA-CECNSM57760.2022.9932994
M3 - Conference contribution
AN - SCOPUS:85142281371
T3 - 7th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference, SEEDA-CECNSM 2022
BT - 7th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference, SEEDA-CECNSM 2022
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 7th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference, SEEDA-CECNSM 2022
Y2 - 23 September 2022 through 25 September 2022
ER -