First-time User Experience
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First-time User Experience
In human–computer interaction and UI design, a first-time user experience (FTUE) refers to the initial stages of using a piece of software. It commonly includes configuration steps, such as signing up for an account. Every user of a service has their own FTUE, even if they have extensive experience with using a similar product. Patience, time investment, and intuitiveness are factors for a user's FTUE. Software services generally have different layouts, styles, graphics, and hotkeys which must be identified to contribute to a user's learning, mastery, and efficiency of the software. The FTUE is responsible for setting the stage for the experience of the user when interacting with a product down the line. This differs from the out-of-box experience (OOBE), which is specifically about packaging, information presentation, and setup of the system out of the box. Relation to the cold start problem FTUEs are directly related to the well-known cold start problem in recommender syst ...
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Human–computer Interaction
Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)". As a field of research, human–computer interaction is situated at the intersection of computer science, behavioral sciences, design, media studies, and several other fields of study. The term was popularized by Stuart K. Card, Allen Newell, and Thomas P. Moran in their 1983 book, ''The Psychology of Human–Computer Interaction.'' The first known use was in 1975 by Carlisle. The term is intended to convey that, unlike other tools with specific and limited uses, computers have many uses which often involve an open-ended dialogue between the user and the ...
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Social Login
Social login is a form of single sign-on using existing information from a social networking service such as Facebook, Twitter or Google, to sign into a third party website instead of creating a new login account specifically for that website. It is designed to simplify logins for end users as well as provide more and more reliable demographic information to web developers. How social login works Social login links accounts from one or more social networking services to a website, typically using either a plug-in or a widget. By selecting the desired social networking service, the user simply uses his or her login for that service to sign on to the website. This, in turn, negates the need for the end user to remember login information for multiple electronic commerce and other websites while providing site owners with uniform demographic information as provided by the social networking service. Many sites which offer social login also offer more traditional online registration ...
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Expectation (epistemic)
In the case of uncertainty, expectation is what is considered the most likely to happen. An expectation, which is a belief that is centered on the future, may or may not be realistic. A less advantageous result gives rise to the emotion of disappointment. If something happens that is not at all expected, it is a surprise (emotion), surprise. An expectation about the behavior or performance of another person, expressed to that person, may have the nature of a strong request, or an order; this kind of expectation is called a social norm. The degree to which something is expected to be true can be expressed using fuzzy logic. Anticipation is the emotion corresponding to expectation. Expectations of well-being Richard Lazarus asserts that people become accustomed to positive or negative life experiences which lead to favorable or unfavorable expectations of their present and near-future circumstances. Lazarus notes the widely accepted philosophical principle that "happiness depends on ...
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Customer Experience
Customer experience (CX) is a totality of cognitive, affective, sensory, and behavioral consumer responses during all stages of the consumption process including pre-purchase, consumption, and post-purchase stages. Pine and Gilmore described the experience economy as the next level after commodities, goods, and services with memorable events as the final business product. Four realms of experience include esthetic, escapist, entertainment, and educational components. Different dimensions of customer experience include senses, emotions, feelings, perceptions, cognitive evaluations, involvement, memories, as well as spiritual components, and behavioral intentions. The pre-consumption anticipation experience can be described as the amount of pleasure or displeasure received from savoring future events, while the remembered experience is related to a recollection of memories about previous events and experiences of a product or service. Definitions Forbes describes the customer e ...
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Contextual Inquiry
Contextual inquiry (CI) is a user-centered design (UCD) research method, part of the contextual design methodology. A contextual inquiry interview is usually structured as an approximately two-hour, one-on-one interaction in which the researcher watches the user in the course of the user's normal activities and discusses those activities with the user. Description Contextual inquiry defines four principles to guide the interaction: * Context—Interviews are conducted in the user's actual workplace. The researcher watches users do their own work tasks and discusses any artifacts they generate or use with them. In addition, the researcher gathers detailed re-tellings of specific past events when they are relevant to the project focus. * Partnership—User and researcher collaborate to understand the user's work. The interview alternates between observing the user as he or she works and discussing what the user did and why. * Interpretation—The researcher shares interpretations a ...
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Content Strategy
Content strategy is the planning, development, and management of content—written or in other media. The term has been particularly common in web development since the late 1990s. It is a recognized field in user experience design, and it also draws from adjacent disciplines such as information architecture, content management, business analysis, digital marketing, and technical communication. Definitions Content strategy has been described as planning for "the creation, publication, and governance of useful, usable content." It has also been called "a repeatable system that defines the entire editorial content development process for a website development project." In a 2007 article titled "Content Strategy: The Philosophy of Data'',"'' Rachel Lovinger describes the goal of content strategy as using "words and data to create unambiguous content that supports meaningful, interactive experiences." Here, she also provided the analogy that "content strategy is to copywriting as ...
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Social Capital
Social capital is "the networks of relationships among people who live and work in a particular society, enabling that society to function effectively". It involves the effective functioning of social groups through interpersonal relationships, a shared sense of identity, a shared understanding, shared norms, shared values, trust, cooperation, and reciprocity. Social capital is a measure of the value of resources, both tangible (e.g., public spaces, private property) and intangible (e.g., actors, human capital, people), and the impact that ideal creators have on the resources involved in each relationship, and on larger groups. Some have described it as a form of capital that produces public goods for a common purpose, although this does not align with how it has been measured. Social capital has been used to explain the improved performance of diverse groups, the growth of entrepreneurial firms, superior managerial performance, enhanced supply chain relations, the ...
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Vimeo
Vimeo, Inc. () is an American video hosting, sharing, and services platform provider headquartered in New York City. Vimeo focuses on the delivery of high-definition video across a range of devices. Vimeo's business model is through software as a service (SaaS). They derive revenue by providing subscription plans for businesses and video content producers. Vimeo provides its subscribers with tools for video creation, editing, and broadcasting, enterprise software solutions, as well as the means for video professionals to connect with clients and other professionals. , the site has 260 million users, with around 1.6 million subscribers to its services. The site was initially built by Jake Lodwick and Zach Klein in 2004 as a spin-off of CollegeHumor to share humor videos among colleagues, though put to the side to support the growing popularity of CollegeHumor. IAC acquired CollegeHumor and Vimeo in 2006, and after Google had acquired YouTube for over , IAC directed more effort ...
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Dropbox (service)
Dropbox is a file hosting service operated by the American company Dropbox, Inc., headquartered in San Francisco, California, U.S. that offers cloud storage, file synchronization, personal cloud, and client software. Dropbox was founded in 2007 by MIT students Drew Houston and Arash Ferdowsi as a startup company, with initial funding from seed accelerator Y Combinator. Dropbox has experienced criticism and generated controversy for issues including security breaches and privacy concerns. Dropbox has been blocked in China since 2014. Concept Dropbox brings files together in one central place by creating a special folder on the user's computer. The contents of these folders are synchronized to Dropbox's servers and to other computers and devices where the user has installed Dropbox, keeping the same files up-to-date on all devices. Dropbox uses a freemium business model, where users are offered a free account with set storage size, with paid subscriptions available th ...
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