{"title":"改善用户体验的设计方法:以手机应用原型设计过程为例","authors":"A. Ezgi Ilhan","doi":"10.1016/j.ijhcs.2025.103569","DOIUrl":null,"url":null,"abstract":"<div><div>User experience, user-product interaction, and digital products have become increasingly popular topics within design disciplines in recent years. This study aims to reveal the approaches and product decisions of the designer candidates during the design of the Caribou Contest mobile application. This study includes the design process of 38 students from different design disciplines, including Industrial Design and Visual Communication Design. Study 1 illustrates the design examples suggested by the designers through their process management from the research to the prototyping stage. Study 2 aims to determine which research topics the designers prioritised, their goals over the product, their usability considerations, and their focus on the user and the critical design elements. The shared perspectives and different critical evaluations of two different design disciplines are also revealed. The evaluations are collected via a 5-point scale questionnaire and analysed with JASP software. It is determined that the designers gave great importance to the prototyping stage, which they carried out using the Figma program. The concepts of ease of use and benefit are emphasised regarding the design goals. The emphasis on hierarchy and figure-ground relationships among the design elements is remarkable. The two disciplines differ in their importance to user needs and choice of colour and contrast design elements. The fundamental qualities identified through the designers’ decisions in terms of user experience and user interface perspectives provide theoretical insights for future user-centred product designs. The obtained information is also explained through prototypes and visual screens that can practically support similar study outputs.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"203 ","pages":"Article 103569"},"PeriodicalIF":5.1000,"publicationDate":"2025-06-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Design approaches to improve user experience: An example of a mobile app prototyping process\",\"authors\":\"A. Ezgi Ilhan\",\"doi\":\"10.1016/j.ijhcs.2025.103569\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><div>User experience, user-product interaction, and digital products have become increasingly popular topics within design disciplines in recent years. This study aims to reveal the approaches and product decisions of the designer candidates during the design of the Caribou Contest mobile application. This study includes the design process of 38 students from different design disciplines, including Industrial Design and Visual Communication Design. Study 1 illustrates the design examples suggested by the designers through their process management from the research to the prototyping stage. Study 2 aims to determine which research topics the designers prioritised, their goals over the product, their usability considerations, and their focus on the user and the critical design elements. The shared perspectives and different critical evaluations of two different design disciplines are also revealed. The evaluations are collected via a 5-point scale questionnaire and analysed with JASP software. It is determined that the designers gave great importance to the prototyping stage, which they carried out using the Figma program. The concepts of ease of use and benefit are emphasised regarding the design goals. The emphasis on hierarchy and figure-ground relationships among the design elements is remarkable. The two disciplines differ in their importance to user needs and choice of colour and contrast design elements. The fundamental qualities identified through the designers’ decisions in terms of user experience and user interface perspectives provide theoretical insights for future user-centred product designs. The obtained information is also explained through prototypes and visual screens that can practically support similar study outputs.</div></div>\",\"PeriodicalId\":54955,\"journal\":{\"name\":\"International Journal of Human-Computer Studies\",\"volume\":\"203 \",\"pages\":\"Article 103569\"},\"PeriodicalIF\":5.1000,\"publicationDate\":\"2025-06-08\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Journal of Human-Computer Studies\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S1071581925001260\",\"RegionNum\":2,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"COMPUTER SCIENCE, CYBERNETICS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Human-Computer Studies","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1071581925001260","RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
Design approaches to improve user experience: An example of a mobile app prototyping process
User experience, user-product interaction, and digital products have become increasingly popular topics within design disciplines in recent years. This study aims to reveal the approaches and product decisions of the designer candidates during the design of the Caribou Contest mobile application. This study includes the design process of 38 students from different design disciplines, including Industrial Design and Visual Communication Design. Study 1 illustrates the design examples suggested by the designers through their process management from the research to the prototyping stage. Study 2 aims to determine which research topics the designers prioritised, their goals over the product, their usability considerations, and their focus on the user and the critical design elements. The shared perspectives and different critical evaluations of two different design disciplines are also revealed. The evaluations are collected via a 5-point scale questionnaire and analysed with JASP software. It is determined that the designers gave great importance to the prototyping stage, which they carried out using the Figma program. The concepts of ease of use and benefit are emphasised regarding the design goals. The emphasis on hierarchy and figure-ground relationships among the design elements is remarkable. The two disciplines differ in their importance to user needs and choice of colour and contrast design elements. The fundamental qualities identified through the designers’ decisions in terms of user experience and user interface perspectives provide theoretical insights for future user-centred product designs. The obtained information is also explained through prototypes and visual screens that can practically support similar study outputs.
期刊介绍:
The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities.
Research areas relevant to the journal include, but are not limited to:
• Innovative interaction techniques
• Multimodal interaction
• Speech interaction
• Graphic interaction
• Natural language interaction
• Interaction in mobile and embedded systems
• Interface design and evaluation methodologies
• Design and evaluation of innovative interactive systems
• User interface prototyping and management systems
• Ubiquitous computing
• Wearable computers
• Pervasive computing
• Affective computing
• Empirical studies of user behaviour
• Empirical studies of programming and software engineering
• Computer supported cooperative work
• Computer mediated communication
• Virtual reality
• Mixed and augmented Reality
• Intelligent user interfaces
• Presence
...