Browsing SUNY Polytechnic Institute by Subject "user experience"
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Creating a browser extension to improve PubMed record full text linkingPubMed is a free search engine developed and maintained by the National Center for Biotechnology Information (NCBI) at the National Library of Medicine (NLM) which searches the MEDLINE database of references and abstracts on life sciences and biomedical topics. As such it is a valuable search tool for researchers in the health sciences. In my work as a Digital and Technical Services librarian at SUNY College of Optometry, I have registered complaints from frustrated users seeking to connect to full text articles from PubMed. They have reported finding the process confusing and containing too many steps which disrupt their search process. This project took a critical look at PubMed’s linking service, LinkOut, used information design theory to propose improvements, and implemented those improvements through the design and development of a browser extension which will be presented to the SUNY Optometry community. This paper describes the process taken to complete this project.
Creating an effective online course and community with best practices from the disciplines of Visual Design, User Experience and online learning experiences.(Introduction) Online Learning requires learners to take an extra step. No one is forcing them to show up, participate or contribute. Creating an online learning space that encourages students to engage is the main goal of an online course. This can be helped along greatly with the correct application of best practices from the fields of Visual Design, User Experience and online learning. By setting up an active learning course structure based on Bloom’s taxonomy, online courses become much more engaging. This, along with a Critiquing segment will be applied to this online course prototype. By offering a guide on how to critique and always having a reference available for students when they need to critique create is a good rule to follow for this online course. Course will combine quilting and design into each lesson.
Designing a Corporate Employee Engagement Application: Voice of the EmployeeThe purpose of this project is to design a corporate employee engagement application that solicits real-time feedback from employees and provides results and insights to managers and leaders on the human factors of operating an organization. The project includes a prototype design of the application, which factors in user experience (UX) design approaches and gamification concepts. An iterative approach was used in the prototype design to modularly build and enhance the design, with the underlying focus being user experience to ensure it satisfied the basic user needs and usability. Customer-centric design approaches, such as user journeys and personas, were utilized to more granularly focus on varying types of users. Universal design principles and gamification techniques were also incorporated to further enhance the aesthetics and promote repeated usage of the application. The final result of the project is a prototype design of a corporate employee application that focuses upon the user and incorporates common social and consumer-based approaches into a corporate based application to boost employee engagement within an organization.
Designing an Educational Game Application for Learning Receptive FingerspellingThe goal of this project is to design an educational game application to learn receptive fingerspelling. The design product is presented as a series of screenshots and diagrams in these pages and also as an online interactive prototype through which the user interface (UI) and user experience (UX) are demonstrated. Current research in the field of game design recommends using game design frameworks to help designers in their undertaking as well as to facilitate discussion of game design among designers, researchers, critics, and players. The MDA framework (aka mechanics, dynamics, and aesthetics) was applied when designing this app. Instructional design concepts were examined and evaluated on how to foster the pedagogy of the educational game. Active learning, tangential learning, and a range of cognitive learning principles were integrated into the design. Universal principles of design were also implemented. The result is the design of an app containing a section involving gameplay as well as two sections that do not involve gameplay, one for learning the manual alphabet and one for practice drills.