The Current State of User Experience Practices in South African
Organisations
Trevor Chawana
a
and Funmi Adebesin
b
Department of Informatics, University of Pretoria, Pretoria, South Africa
Keywords: User Experience, User Experience Design (UXD), UXD Practice, Software Development.
Abstract: Incorporating user experience design (UXD) into systems development processes can give an organisation a
competitive advantage over its rivals. However, the number of South African organisations that have
embedded UXD into their systems development processes was historically low. This paper reports on the
extent to which a selection of South African organisations has incorporated UXD practices into their systems
development processes. Interviews were conducted with participants in four organisations. The results showed
that the landscape of UXD practices is improving in South Africa.
1 INTRODUCTION
One of the important components of information
systems development is user interface (UI) design as
it is the first point of contact between the user and the
system (Gkonos, Iosifescu Enescu, & Hurni, 2019).
There is growing evidence that incorporating user
experience design (UXD) practices into the
development of information systems can give a
business a competitive advantage over its rivals
(Paunovic, 2017; Sward & Macarthur, 2007).
However, according to studies by Pretorius, Hobbs,
and Fenn (2015) and Brosens (2017), the number of
South African organisations that have incorporated
UXD into their systems development processes was
low. User experience (UX) can be defined as “a
momentary, primarily evaluative feeling (good-bad)
while interacting with a product or service”
(Hassenzahl, 2008, 12).
Embedding UXD into an organisation’s systems
development processes requires the organisation to
follow a methodical process, which in turn, requires
specialised skills and investment in human capital
(Rohn, 2007). Business decision-makers are often
reluctant to support the incorporation of UXD
practices into systems development processes
because of the intangible nature of their benefits
(Kuusinen & Väänänen-Vainio-Mattila, 2012).
a
https://orcid.org/0000-0002-6902-5420
b
https://orcid.org/0000-0003-0512-016X
However, from an organisational perspective, good
UX can lead to the creation of the right product for
users, reduction in call centre volumes to report
errors, and increased customer loyalty (Aleryani,
2020). These benefits can translate into increased
profitability (Donahue, 2001; Kolbeinsson,
Lindblom, & Thorvald, 2020). Positive UX does not
happen by accident, it is the result of the intentional
incorporation of UXD practices into an organisation’s
systems development processes (Erdős, 2019).
Poorly designed user interfaces can lead to
inefficient task execution and provoke negative user
emotions like frustration and anxiety (Sonderegger,
Uebelbacher, & Sauer, 2019). However,
contemporary consumers expect and consider an
optimised user experience to be a basic requirement
(Bilgihan, 2016; Paunovic, 2017) and will not hesitate
to abandon applications that tend to elicit negative
emotions (McCurdie et al., 2012).
The research reported in this paper forms part of a
broader study on the optimisation of the UXD
processes for the timeous development of information
systems (Chawana, 2020). However, this paper is
specifically focused on the current state of user
experience design practices in a selection of South
African organisations. The main research question for
the paper is to what extent are South African
organisations incorporating user experience design
practices into their systems development processes?
Chawana, T. and Adebesin, F.
The Current State of User Experience Practices in South African Organisations.
DOI: 10.5220/0010677800003060
In Proceedings of the 5th International Conference on Computer-Human Interaction Research and Applications (CHIRA 2021), pages 81-89
ISBN: 978-989-758-538-8; ISSN: 2184-3244
Copyright
c
2021 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
81
The structure of the remaining sections of the
paper are as follows: section 2 provides an overview
of various UXD methods/approaches. The research
design and methodology are discussed in section 3,
while section 4 contains the research results. The
discussion and conclusion of the paper are presented
in section 5.
2 USER EXPERIENCE DESIGN
According to Kujala, Roto, Väänänen-Vainio-
Mattila, Karapanos, and Sinnelä (2011, 1), the main
objective of UXD is “to improve customer
satisfaction and loyalty through the utility, ease of
use, and pleasure provided in the interaction with a
product”. UXD follows a user-centred design (UCD)
approach where the needs, wants, capabilities, and
limitations of users are at the centre of the design
process (Rogers, Sharp, & Preece, 2011). It is
premised on the principles of active user
involvement, holistic perspective on design,
prototyping, iterative and evolutionary design, as well
as product evaluations in their context of use
(Gulliksen et al., 2003). This section provides an
overview of various methods/approaches that are
used in UXD. It should be noted that a design team
may not necessarily follow all the
methods/approaches discussed in this section. This is
especially the case when a project’s budget or
schedule is constrained.
User research is a technique used to gain better
insight into users’ needs, behaviours, experiences,
and motivations from their perspective, as opposed to
the perspective of designers (Baxter, Courage, &
Caine, 2015; Plonka, Sharp, Gregory, & Taylor,
2014). Data gathering techniques, such as interviews,
surveys, and focus groups can be used to understand
users’ needs (Rogers et al., 2011).
Personas are vivid characters created to represent
each user type that may use a product in a similar way.
Personas enable designers to understand users’ needs,
experiences, behaviours, and goals throughout the
design process (Gualtieri, 2009; Kelle, Henka, &
Zimmermann, 2015). Ideally, a persona should
include the name, traits, photo, and a narrative of the
daily routines of the target user group. Personas
should also be based on the outcome of user research
conducted to understand a target user group’s needs
and goals (Gualtieri, 2009; Kelle et al., 2015). An
alternative approach to the classic persona is the
proto-persona technique where the persona created is
not based on user research. Rather, it is based on a
project stakeholder’s knowledge of real users
(Pinheiro, Lopes, Conte, & Zaina, 2019; Tomlin,
2018). One of the shortcomings of proto-persona is
the potential for bias or misconceptions about the
target user group (McKeen, 2019).
Another method that can be used to gain insight
into users is user journey mapping, which graphically
depicts the steps taken by a user to accomplish a goal
while interacting with a product or service (Howard,
2014; Kojo, Heiskala, & Virtanen, 2014). User
journey maps enable designers to frame the user’s
motivations & needs in each step of the journey from
the user’s perspective (Kojo et al., 2014). Unlike
personas, which provide a static view of a user group,
a user journey map gives a chronological outline of a
user’s experience with a product or service over time
(Howard, 2014).
A user story is a high-level description of the
features or functionality that a user requires to
accomplish a specific task or goal (Clarke & Kautz,
2014). A user story is typically written in the format
“as a (role/persona) I want (job to be done/feature) so
that (benefit)”. A use case, on the other hand, is a
UXD method that describes the sequence of steps that
users will take to perform specific tasks while
interacting with a system (Noda, Kishi, & Fukuzumi,
2020; Nudelman, 2018).
Another method that can be used in UXD is
competitor analysis (Da Silva, Silveira, Melo, &
Parzianello, 2013). Competitor analysis enables
organisations to learn about a competitor so that
strategies can be formulated to respond appropriately
to the actions of the competitor (Czepiel & Kerin,
2012). From a UXD perspective, competitor analysis
allows the design team to compare their design with
the products of their competitors, to get a deeper
insight into the strengths and weaknesses of the
design, as well as the gaps in the market (Neves,
2018).
Concept testing involves estimating the extent to
which users would want to use a product or service
(Sproll, Peissner, & Sturm, 2010). In the context of
UXD, concept testing is used to measure the user
experience of a design during the early stages of its
development. This allows the design to evolve based
on users’ goals, needs, and motivations (Fronemann
& Peissner, 2014; Sproll et al., 2010).
Prototyping is a software development method
that involves the creation of models of a proposed
system to communicate with stakeholders and test the
viability of the design (Budde, Kautz, Kuhlenkamp,
& Züllighoven, 1992). Prototyping as a UCD
approach is typically incorporated into the UXD
process early in systems development to enable a
shared understanding of users’ needs among the
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designers and the users (Gulliksen et al., 2003;
Hartson & Pyla, 2012). Prototypes can be low or
high-fidelity. Low-fidelity prototypes are sketches
that are created early in the design phase to test
proposed solutions (Gulliksen et al., 2003; Wojdziak,
Bansemir, Kirchner, Lochner, & Groh, 2016). Low-
fidelity prototypes are useful to communicate design
ideas with stakeholders, they are easy to create and
modify, and enable designers to have an open mind
without committing too early to any particular design
solution (Bansemir, Hannß, Lochner, Wojdziak, &
Groh, 2014; Gulliksen et al., 2003; Wojdziak et al.,
2016). High-fidelity prototypes on the other hand
typically resemble the final solution in terms of their
look and feel. (Bansemir et al., 2014). Unlike low-
fidelity prototypes, high-fidelity prototypes can
support limited user interactions because some
functionality of the final system would have been
implemented in such prototypes. The creation of
high-fidelity prototypes requires more time, effort,
and resources than low-fidelity prototypes, and
designers are typically more reluctant to modify high-
fidelity prototypes because of the efforts expended on
their creation (Suranto, 2015).
Heuristic evaluation is a well-known usability
evaluation method where experts review a design
using a set of evaluation heuristics or guidelines, for
example, the Nielson heuristics (Nielsen, 1994a),
early in the design process. The method enables
designers to get feedback about interface design
elements before a more detailed usability test is
conducted (Jackson & Cheng, 2018). As opposed to
usability evaluation heuristics, the heuristics used in
UX evaluation should be context-specific due to the
unique nature of UX (Rantavuo & Roto, 2013). One
of the key issues in heuristic evaluation is the number
of experts that should be involved in the evaluation.
According to Nielsen (1994c) five expert evaluators
can identify an aggregate of 75% of usability
problems, but adding more experts will not
necessarily increase the number of problems detected.
Nielsen (1994c) recommends that any heuristic
evaluation should involve at least three experts.
Usability testing is used to evaluate the extent to
which users can complete specific tasks effectively
and efficiently on a system (Baxter et al., 2015).
Participants that are representative of the target users
of the system should be involved in usability testing,
with the goal being to assess the extent to which the
system meets specific measures of usability (Rogers
et al., 2011). As with heuristic evaluation, the number
of participants that should be involved in the
evaluation is a key issue in usability testing. In the
past, as many as 50 participants were recruited for
usability evaluation (Barnum, 2002). However, the
discount usability testing proposed by Nielsen
(1994b) requires three to five participants. This
approach is less expensive and relatively effective,
making it more practical for incorporation into the
UXD process.
3 RESEARCH DESIGN AND
METHODOLOGY
This study followed the interpretive research
paradigm and is premised on the philosophical
assumption that there are multiple realities, which are
socially constructed through shared meanings (Klein
& Myers, 2001). A qualitative case study research
strategy was employed. This strategy was motivated
by three factors; (i) UXD often occurs in the context
of systems development projects, so the choice of
research strategy had to be suitable for investigating
UXD practices within organisational contexts; (ii) the
researchers wanted to understand the data that was
collected from the study participants’ perspectives;
and (iii) the investigation had to be carried out in more
than one organisation, with research data elicited
within each organisation’s natural context. Case study
research is a good strategy to use for qualitative
studies where the experiences of the actors are critical
to the study (Benbasat, Goldstein, & Mead, 1987).
Given that the focus was on more than one
organisation, the multiple case study strategy was
employed using four different organisations as the
cases (Yin, 2011). Because participation in the study
was voluntary, only the organisations that were
willing to grant permission to their employees to
participate in the study were included in the cases.
Data collection was based on the purposive
sampling method (Etikan, Musa, & Alkassim, 2016).
Semi-structured interviews were conducted in four
South African organisations. The four participating
organisations had UXD practices embedded in their
systems development processes. UX specialists and
UX team leads in the four organisations were
interviewed. Individuals in roles that work closely
with UX specialists, for example, Business Analysts
and Product Owners were also interviewed
Data analysis was guided by the five steps to
interpretive studies’ data analysis of Terre Blanche,
Durrheim, and Painter (2006) which entailed (i)
familiarisation with the research data; (ii)
identification and documentation of responses that
were relevant to answering the research question; (iii)
grouping similar insights into themes using the
The Current State of User Experience Practices in South African Organisations
83
bottom-up analysis approach; (iv) linking the
contents from the interview transcripts to the themes;
and (v) interpreting and reporting the research
findings.
Ethical clearance for this research was granted by
the Faculty of Economic and Management Sciences
Research Ethics Committee at the University of
Pretoria. All four participating organisations granted
formal permission to involve their employees as study
participants. Individual study participants from each
organisation also signed informed consent.
Participants were assured that the data will only be
used for research purposes. Neither monetary nor
non-monetary incentive was offered to participants.
4 RESULTS
4.1 Study Participants
As stated in section 1, the research reported in this
paper is part of a broader study on the optimisation of
the UXD process for the timeous development of
information systems (Chawana, 2020). Hence, a
detailed discussion of the results from the broader
study is outside the scope of this paper. This section
presents the results that are specifically related to the
research question that is answered in this paper,
namely to what extent are South African
organisations incorporating user experience design
practices into their systems development processes?
Thirty-three participants were interviewed from
four organisations, hereinafter referred to as Org1,
Org2, Org3, and Org4, respectively. Three
organisations (Org1, Org2, and Org3) operate in
contract software development environments where
they develop software systems and applications for
clients from different industries. Org1 is a relatively
small company located in Johannesburg that was co-
founded by the Creative Director and has four design
specialists in its employ. Org2 has its head office
located in Johannesburg, with branches in other parts
of South Africa, the United States and Australia. At
the time of the interviews, 30 people form part of the
design team in Org2. Org3 is a management
consulting company with 80 people forming part of
the design team. Finally, Org4 is a financial services
institution and one of the ‘big four’ banks in South
Africa. In addition to South Africa, Org4 has offices
and branches in 15 countries across Africa, Asia and
Europe. At the time of conducting the interviews, 140
UX design specialists were working on both
customer-facing and internal systems and
applications. Participants from Org4 function as part
of an in-house development team. A summary of the
study participants from the four organisations and
their roles is provided in Table 1.
4.2 User Experience Design Processes
Followed by Participating
Organisations
During the interview sessions, participants were
asked about their software development processes
and the different types of UXD activities that have
been incorporated into their design practices. This
section presents the UXD methods/approaches that
are followed by the participating organisations.
The four participating organisations typically
begin their software development processes with the
definition of the business problem that will be
addressed by the target software (see Figure 1).
Project stakeholders, including representatives of the
client organisation (in the contract development
settings), the representatives of the business unit(s)
that triggered the development of the project (in the
in-house development setting), the business analyst,
and the UX designers are involved in the problem
definition process. This allowed for a shared
understanding of the business problem that will be
solved by the target software.
Table 1: Study participants per organisation.
Org_ID No of
participants
Development context Participants’ role
Org1 2 Contract development Creative Director and Lead UX Designer
Org2 9 Contract development Lead UX Designer, User Interface (UI) Designer, UX
Researcher, Lead Business Analyst, and Lead Engineer
Org3 5 Contract development Lead UX Designer and UX Designer
Org4 17 In-house development Creative Director, Lead UX Designer, UX Designer, User
Interface (UI) Designer, UX Researcher, Lead Business
Analyst, Product Owner, Customer Experience (CX)
Specialist, and Service Design Lead
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Analysis of the interview data showed that three
main UXD activities were common across all the
participating organisations. One of these UXD
activities is the creation of user journey maps. As
stated in section 2, user journey mapping is used to
graphically illustrate the steps followed by a user to
realise a goal while using a system. Org1, Org3, and
Org4 typically create two types of user journey maps,
the As-is’ and ‘To-be journey maps. The ‘As-is’
journey map enables the design team to understand
the steps that are currently being followed by users to
accomplish tasks on an existing system.
Participants from Org1 and Org3, which operate
as part of contract development teams, typically hold
workshops with representatives from the contracting
client to understand the current user journeys. In the
case of Org4, where the participants operate as part of
an in-house development team, workshops facilitated
by the customer experience specialist, the UX
researcher and the UX designer are held with
representatives from the business unit(s) that request
a new system or application to understand the existing
user journey. Participants from Org2 do not create an
‘As-is’ user journey map. The three contract
development organisations (Org1, Org2, and Org3)
typically create the ‘To-be’ user journey maps, which
will then be verified by representatives of the
contracting organisations, whereas Org4 participants
typically hold collaborative brainstorming sessions
with the business unit(s) representatives to create the
desired ‘To-be’ user journey map.
Figure 1: User experience design processes per
organisation.
Another UXD activity that is common across the
four organisations is the creation of low and high-
fidelity prototypes. As stated in section 2, prototypes
are used early in the development process to facilitate
a shared understanding of users’ needs by users and
designers. Participants from all four organisations
typically create low-fidelity prototypes using paper
sketches, whiteboards, or prototyping software. The
prototypes are then shared with representatives from
the client company (Org1, Org2, and Org3) or
representatives from the business unit(s) that
requested the new system or application (Org4). In all
cases, the low-fidelity prototypes are refined based on
feedback from relevant stakeholders and evolve into
high-fidelity prototypes.
Usability testing is the third UXD activity that is
common across all four participating organisations.
As stated in section 2, usability testing involves
evaluating the extent to which users can complete
specific tasks on a system with efficiency and
effectiveness. Although all four organisations
conduct usability tests, the people that are involved
varied from one organisation to another. For example,
in the case of Org1, other employees working in Org1
whose profile matches that of the personas that have
been created would typically be involved as usability
test participants. However, such individuals would
not have been involved in the design of the system
being evaluated. This approach is followed because
budget is typically not allocated to the recruitment of
end-users as participants in usability tests.
Participants from Org1 acknowledged the
shortcoming of this approach to usability testing.
However, due to budget constraints, they have
adopted what they perceived as a pragmatic approach
instead of not conducting any usability test. In the
case of Org2, usability test participants are typically
recruited through a third-party recruitment agency.
However, in situations where there is a time
constraint, representative users from the contracting
organisation would be involved as usability test
participants. In addition, the design team at Org2
typically caps the number of usability test participants
to three in an attempt to speed up the design process.
In the case of Org3, usability test participants were
typically recruited only for features that are related to
‘complex’ tasks. The usability testing approach
adopted by Org4 is different from the ones used by
the three contract development organisations. In
Org4, a series of tests are typically carried out on the
design concepts, the ‘To-be’ user flow journey maps,
and the high-fidelity prototypes with user
representatives from the business unit(s) that
requested the new system or application. The final
system is also tested with end-users that are recruited
through an external agency as test participants.
UxD process Org1 Org2 Org3 Org4
Problem definition
Competitor analysis
Creation of personas
(or proto-personas)
User stories
User journey mapping
Concept testing
Prototyping
o Low-fidelity prototype
o High-fidelity prototype
Heuristic evaluation
Usability testing
The Current State of User Experience Practices in South African Organisations
85
Three of the participating organisations (Org2,
Org3, and Org4) have competitor analysis as part of
their UXD processes. As stated in section 2,
competitor analysis as a UXD activity enables
designers to compare a product or design with that of
competitors. In Org2 and Org3, competitor analyses
are carried out through market scanning, interviews
with competitors’ customers, and investigation of
local and international trends. For Org4, the design
team often takes a first-hand experience approach to
the analysis of the organisation’s competitors. For
example, one participant indicated she would
sometimes sign up as a competitor’s customer so that
she could use their mobile banking apps to gain better
insights into competitors’ services.
Three of the participating organisations (Org1,
Org2, and Org4) incorporate the creation of personas
into their UXD processes, while participants from
Org3 often create proto-personas. As indicated in
section 2, a persona is a vivid representation of a user
group that may use a system in a similar way, based
on the insights derived from user research. A proto-
persona on the other hand is based on stakeholders’
knowledge of users as opposed to the results of user
research. The proto-personas created by participants
from Org3 are typically validated with
representatives from the contracting company.
Three participating organisations (Org1, Org3,
and Org4) create user stories as part of their UXD
processes. As indicated in section 2, a user story
provides a high-level description of the functionality
that a user requires to achieve a specific objective
when using a system. In all three organisations, the
user stories provide the basis for the features that will
be implemented in a target system.
Concept testing is one UXD activity that is used
by two of the participating organisations (Org2 and
Org4) as part of their design process. As stated in
section 2, concept testing allows for the estimation of
the extent to which users would use a product. In the
case of Org2, concept testing is often used to
determine whether a proposed system would appeal
to the target users and to identify possible
improvements to the user journey maps. On the other
hand, Org4 uses concept testing to evaluate the low-
fidelity prototypes that have been created for potential
flaws. Org1 and Org3 do not conduct concept testing
as part of their UXD processes.
Heuristic evaluation is another UXD activity that
has been adopted by two of the participating
organisations (Org2 and Org3). As indicated in
section 2, the heuristic evaluation involves experts
evaluating interface elements using a set of
guidelines. In both organisations, designers conduct
heuristic evaluations on their contracting clients’
existing systems or applications as part of the
problem definition process where there is an existing
system or application. The outcome of the heuristic
evaluation is then used to identify opportunities for
improvement on the existing system. Org1 and Org4
do not use heuristic evaluation as part of their UXD
processes.
5 DISCUSSION AND
CONCLUSION
This study investigated the extent to which South
African organisations are incorporating user
experience design practices into their systems
development processes. As stated in section 1,
previous studies by Pretorius et al. (2015) and
Brosens (2017) showed that the number of South
African organisations that have embedded UXD into
their systems development processes was low. Based
on the findings of the study reported in this paper, the
landscape of UXD appeared to be improving in South
Africa. As discussed in section 2, some of the
methods that could be used to incorporate UXD into
systems development processes include user
research, user stories, personas, prototyping, concept
testing, and heuristic evaluation (Fronemann &
Peissner, 2014; Gualtieri, 2009; Plonka et al., 2014;
Rantavuo & Roto, 2013).
All four participating organisations have three
common UXD activities as part of their systems
development processes. These UXD activities are
user journey mapping, prototyping, and usability
testing. However, the extent to which the UXD
activities have been infused varied across the four
organisations. For example, Org1, Org3, and Org4
typically create ‘As-is’ and ‘To-be’ user journey
maps, while Org2 typically create only ‘To-be’ user
journey maps. Similarly, only three organisations
(Org1, Org2, and Org4) have incorporated the
creation of personas into their UXD practices,
whereas Org3 typically creates proto-personas. As
stated in section 2, proto-personas can lead to
misconceptions about a target user group (McKeen,
2019).
Another variation in the participating
organisationsapplication of UXD practices relates to
the types of end-users that are involved during design.
As stated in section 2, UXD is primarily a UCD
approach where users should be actively involved
throughout the development process (Gulliksen et al.,
2003). Working in contract development contexts,
CHIRA 2021 - 5th International Conference on Computer-Human Interaction Research and Applications
86
participants from Org1, Org2, and Org3 typically
involve their clients’ representatives as opposed to the
actual end-users of the systems they develop. On the
other hand, participants from Org4 who work as part
of the organisation’s in-house development team
have direct access to users from the business unit(s)
that request the development of new applications or
modifications to existing ones. Hence, the system
development context influences the extent to which
end-users could be involved in the organisations’
UXD processes. Examples of the influence of the
system development context were evident in the
processes that were being followed in the creation of
user journey mapping, prototyping, personas, and
usability testing activities. The design team in Org4
would typically hold facilitated workshops with end-
users from the applicable business unit(s) in the
organisation to create and test design concepts, user
journey maps, and prototypes. End-users are also
directly involved in usability tests. In the case of
Org1, staff members who were not involved in the
design of the system being evaluated would be
recruited as usability test participants. While Org2
sometimes recruits end-users as participants in a
usability test, this is not always the case. When there
is a budget constraint, representatives of the
contracting organisation would be involved as
usability test participants. Similarly, the design team
from Org3 only recruits end-users as usability test
participants for features that were deemed to involve
‘complex’ tasks.
The use of concept testing is another UXD
activity that differs in its adoption and application
across the participating organisations. Only two
organisations (Org2 and Org4) have incorporated
concept testing into their UXD practices. However,
the application of this activity is different in the two
organisations. Org2 typically uses concept testing to
ascertain whether a proposed system would appeal to
the target users whereas Org4 uses the method to
evaluate low-fidelity prototypes for potential design
flaws.
Three of the four organisations (Org2, Org3, and
Org4) typically perform competitor analysis as part of
their UXD processes. However, this analysis is done
through market scanning and interviewing the
contracting company in Org2 and Org3. Whereas,
Org4 often tries to experience its competitors’
products directly by signing up as a client of the
competitor to gain better insights into competitors’
products.
Only two of the four organisations (Org2 and
Org3) have adopted heuristic evaluation as part of
their UXD practices. In both cases, the design team
conduct heuristic evaluation on their clients’ existing
systems or applications as part of the problem
definition process only if there is an existing system
or application.
The application of two UXD activities was similar
across all four organisations. Low-fidelity prototypes
are created by the design team and then shared with
representatives of the contracting organisation in the
case of Org1, Org2, and Org3. The low-fidelity
prototypes are shared with user representatives from
the business unit(s) that requested the new system or
application in Org4. In all cases, the low-fidelity
prototypes typically evolve into high-fidelity
prototypes based on feedback from the stakeholders.
Similarly, the three organisations that adopted user
stories (Org1, Org3, and Org4) use the user stories as
the basis of the features that will be implemented in a
target system or application.
The adoption and application of user stories were
also similar among the three organisations that have
incorporated this UXD activity into their systems
development processes. Org1, Org3, and Org4 all
develop user stories as the foundation of the features
that will be implemented in a target system or
application.
In conclusion, there is evidence that the
incorporation of UXD practices into systems
development processes is improving in South African
organisations. However, the extent to which UXD
activities have been assimilated differs, especially
between in-house and contract development contexts.
Even among contract development organisations, the
study results showed that the application of UXD
activities differed.
A limitation of this research is that organisations
that have incorporated UXD practices into their
systems development processes were purposefully
selected as the cases for the study. Future research
will broaden the participating organisations to include
those that may not necessarily have adopted UXD
practices into their systems development processes.
Future research will also consider the influence of the
incorporation UXD practices on organisational
competitive advantage.
ACKNOWLEDGEMENTS
The authors thank the four organisations and their
staff for participating in the research.
The Current State of User Experience Practices in South African Organisations
87
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