User Experience

User experience in IT management can be defined as the extent to which a product, service or system can be used by particular users to accomplish specific goals with efficiency, satisfaction and effectiveness in a particular context (Arhippainen 2009).

One of the challenges faced by users when using a large non-disretory artifact is in the scheduling. The concept that underlies this is simple because the person scheduling the time for show manages to identify the participants and the time they are able to make it to the meeting. When conducting system checks, it is hard to find a time convenient to every viewer and so some viewers may come late and thus because of the enormous crowd they could be unable to view information from a far (Arhippainen 2009). A direct beneficiary in this is the convener and therefore the rest of the group must have to run with convener’s calendar.

Secondly, consider the voice annotation during viewing which at times has to be adjusted many times before the larger audience gets to listen to the information being communicated. For digitized speaker, there can be a technical hitch causing low or very high volumes for the audience. When the volume is low the audience is unable to get what is being communicated and if the artifact contains pictures that are followed by information, the audience will leave the meeting having seen pictures alone with not information to support what they have seen. Unfortunately, uncontrolled digitized speakers could cause problems for listeners because at times they burden listeners.

When viewing large artifacts, developers need to take into consideration the central human needs and values. The designed artifact should be created in a way to support emotional aspects of its audience as well as product use. When viewing large artifacts, it is very common to find the audience complaining of not having the display of information fulfilling their emotional needs. For instance, when wishing to display information about a recent terror activity from a large artifact, it is necessary that the design team investigate on what will be emotionally accepted by the audience and what will not be in support of its audience emotions. For recent product developments, managers and developers ensure a particular user experience is a set target for the whole process to make viewing of the large artifact easier and less complicated. The focus of the design should be on the object yes but to some extent, designers should also focus on the emotions of the audiences.

A higher challenge in viewing a large artifact is hidden in moral responsibility. As audiences interact with these artifacts, our decision making is affected because of the moral lessons and morality gathered from these portraits. These artifacts are designed in a way to make persuasion easier and to stimulate the cognitive processes; attitudes and actions of human and at the end discourage, encourage or inhibit morality. For instance, most large artifacts prioritize immoral information and this could interfere with the user experience. Portraits and designs that promote nudity, pornographic materials may make a certain percentage of the crowd uncomfortable and might not be able to satisfy their experiences.