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@InProceedings{clarke:icalepcs2019-tucpr04, author = {M.J. Clarke and G.C. Murphy and R. Nørager and T.S. Richter}, title = {{Improving User Experience in Complex Systems}}, booktitle = {Proc. ICALEPCS'19}, pages = {812--817}, paper = {TUCPR04}, language = {english}, keywords = {interface, experiment, software, neutron, status}, venue = {New York, NY, USA}, series = {International Conference on Accelerator and Large Experimental Physics Control Systems}, number = {17}, publisher = {JACoW Publishing, Geneva, Switzerland}, month = {08}, year = {2020}, issn = {2226-0358}, isbn = {978-3-95450-209-7}, doi = {10.18429/JACoW-ICALEPCS2019-TUCPR04}, url = {https://jacow.org/icalepcs2019/papers/tucpr04.pdf}, note = {https://doi.org/10.18429/JACoW-ICALEPCS2019-TUCPR04}, abstract = {Don Norman and Jakob Nielsen* define User Experience (UX) as "encompassing all aspects of the end-user’s interaction with the company, its services, and its products". The question is, however, is it possible to provide a significantly better UX in an inherently complex environment, such as at a neutron beamline instrument? With this in mind, we decided to ask the professionals at Design Psykology** to see what might be achievable for user-facing scientific software at the ESS. During a series of short workshops, we looked at general UX principles and how they could be applied to two of our user-facing software projects. We learned a number of useful practices and ideas, such as: why UX is more than just the graphical user interface; the value of creating user personas and mapping their workflow; How to design for the user’s "System 1". A bad UX may make the user feel like they are fighting against the system rather than working with it. A good UX, however, will unobtrusively help them do what they need to do without fuss or bother. If done well, UX is not a zero-sum game: improvements can be made so novices and experts alike can work more efficiently.}, }