ABSTRACT

User experience (UX) is a fast-growing discipline that is widely recognized. The eld is unregulated and, as demand has grown, there has been a decrease in the level of skill and experience of the average practitioner. In digital projects, there are often limited budgets and time constraints. It is rare that a practitioner is able to use all the tools and techniques of the ideal user-centered design (UCD) process. Also, unfortunately, research is often the rst thing to be downsized or removed. This has the effect of reducing the connection with the discipline of human factors and ergonomics (HF/E). As we move away from mouse control to touch, gesture, voice control, and virtual reality, there will, however, be a greater demand for the skills of HF/E.