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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
31

Desenvolvimento de interfaces de produtos a partir do design da experiência

Thieme, Edward January 2014 (has links)
Esta dissertação tem por objetivo pesquisar como o design da experiência pode influenciar e contribuir no desenvolvimento de interfaces de produtos, tendo o seu objetivo de aplicação, o desenvolvimento de uma interface de produto para cegos. Para tanto, inicialmente abordam-se aspectos relacionados a interação de cegos com os produtos e com o ambiente externo, contextualização, suas características e necessidades. Também se apresentam os fatores relacionados ao design da experiência, design de interfaces e métodos para o desenvolvimento de produtos com foco no usuário, contexto de uso e usabilidade. Buscam-se os fatores e diretrizes relacionadas a interação e percepção de usuários referente a produtos, assim como, de que forma o projeto da experiência ocorre no desenvolvimento do projeto de design de produto. Após a fundamentação teórica realiza-se a aplicação de um roteiro de desenvolvimento de interface de produto elaborado com base na metodologia de design thinking e diretrizes relacionadas a partir da pesquisa teórica. O roteiro desenvolvido é aplicado no desenvolvimento de uma interface de produto destinada a usuários cegos, sendo realizado por profissionais de design. Ao final desta pesquisa são apresentados os resultados do produto desenvolvido, bem como, o relatório de observação, a partir do acompanhamento da aplicação do roteiro, servindo de referência para projetos futuros. / This thesis aims to investigate how the experience design can influence and contribute to the development of product interfaces, and their goal of application, developing a user interface for blind product. For this purpose, initially addressing himself interacting aspects of the blind with the products and with the external environment, context, their characteristics and needs. It also presents the factors related to experience design, interface design, and methods for developing products with focus on the user, context of use and usability. Seek the factors and guidelines related to interaction and perception of users regarding products, as well as how the experience design occurs in the project development of product design. After the theoretical foundation is realized applying a development roadmap for the product interface developed based on the methodology of design thinking and related guidelines from the theoretical research. The script developed is applied to develop an interface of produce to blind users, being performed by design professionals. At the end of this research are presented the results of the developed product, as well as the observation report from the monitoring of the implementation of the roadmap, providing a reference for future projects.
32

Projetando narrativas : diretrizes de projeto para histórias em quadrinhos digitais em dispositivos móveis

Krening, Thiago da Silva January 2015 (has links)
As histórias em quadrinhos (HQs) são uma mídia (e uma arte) com mais de um século de vida e, no atual contexto de convergência midiática, autores e editoras tentam adaptá-las ao ambiente digital. Com a atual popularização dos dispositivos móveis (como smartphones e tablets), os quadrinhos encontram um suporte que permite sua digitalização mantendo características como a portabilidade e a facilidade de acesso. Este contexto possibilita também que outros recursos, como multimídia e interatividade, sejam agregados à linguagem tradicional das HQs. No entanto, poucos são os trabalhos que se propõem a abordar este fenômeno do ponto de vista do design. O presente trabalho busca compreender como o projeto de histórias em quadrinhos digitais para dispositivos móveis afeta a experiência do usuário. Para tanto, realiza-se uma pesquisa bibliográfica sobre narrativa, histórias em quadrinhos, convergência midiática, dispositivos móveis, hipermídia, interação, usabilidade e design para a experiência. A partir deste levantamento, o conhecimento apresentado é sistematizado, dando base a um estudo de caso, onde exemplos reais são analisados dentro dos critérios levantados. Por fim, o levantamento bibliográfico e as análises são confrontados, dando origem a uma lista de diretrizes de projeto, que são apresentadas tanto pontualmente quanto dentro de uma estrutura de metodologia de projeto. / Comic books (comics) are a media (and art) over a century old and, in the current context of media convergence, authors and editors try to adapt it to the digital environment. With the current popularity of mobile devices (smartphones and tablets), the comics find a support that allows it to become digital and still keep features like portability and ease of access. This context also allows other features such as multimedia and interactivity to be added to the traditional language of comics. However, few works address this phenomenon from a design point of view. This study aims to understand how the mobile devices digital comics project affects the user experience. The work presents a literature research on narrative, comic books, media convergence, mobile devices, hypermedia, interaction, usability and experience design. Based on this research, the knowledge is systematized, allowing a case study where real examples are analyzed within the raised criteria. Finally, the literature review and analysis are confronted, resulting on a list of design guidelines, which are displayed both on a list format and within a design methodology structure.
33

Heuristisk utvärdering : En jämförelse mellan heuristiska uppsättningar för användargränssnitt i spel / Heuristic evaluation : A comparison between heuristic sets for game user interface

Buvari, Oscar January 2017 (has links)
Det användarcentrerande tillvägagångssättet från människa-datorinteraktion (MDI) har anammats av många andra discipliner – där två aktuella discipliner som gjort detta är User Experience Design (UXD), vars mål är att skapa användbara mjukvaror ifrån användarnas perspektiv, och speldesign, som syftar till att skapa underhållande mjukvaror. För att göra detta använder båda dessa discipliner heuristisk utvärdering; där UXD använder traditionella heuristiker för användbarhet, medan speldesign på akademisk nivå utvecklat nya uppsättningar med spelheuristiker som är anpassade för spel. Dessa nya uppsättningar är inte validerade, då de brister i empiriska studier. Därför syftar detta arbete till att validera två nya uppsättningar spelheuristiker, samt att undersöka vilket extra värde de har, om något, gentemot traditionella uppsättningar heuristiker för användbarhet under utvärdering av gränssnitt i spel. Metoden bestod först av en heuristisk utvärdering där tre utvärderare utvärderade den globala Spelmenyn i RPG-spelet The Witcher 3: Wild Hunt, där båda uppsättningarna spelheuristiker och Nielsens 10 heuristiker för användbarhet användes, och sedan gjordes ett användartest på samma gränssnitt. Användartestet bestod av fem deltagare, alla män mellan åldrarna 20-23 och var studenter vid Högskolan i Skövde. Undersökningen resulterade i tre totala listor problem, en från respektive uppsättning, som sedan jämfördes med en lista med problem från användartestet. Slutsatsen blev att spelheuristikerna är lämpliga att använda under utvärderingen av menyer som liknar Spelmenyn, och är därmed validerade under dessa omständigheter. Dock finns det inget underlag att anta att spelheuristikerna medför ett extra märkbart värde än heuristikerna för användbarhet under utvärderingen av gränssnitt i spel.
34

Aspectos da apropriação de práticas do design da experiência do usuário por pequenas e médias empresas de tecnologias de informação

PERES, Angela Lima 16 June 2016 (has links)
Submitted by Fabio Sobreira Campos da Costa (fabio.sobreira@ufpe.br) on 2017-04-19T14:59:41Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) TESE-ANGELALIMAPERES.pdf: 34877413 bytes, checksum: 3e0893cb09c8a391dcdb23c9255f03f5 (MD5) / Made available in DSpace on 2017-04-19T14:59:41Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) TESE-ANGELALIMAPERES.pdf: 34877413 bytes, checksum: 3e0893cb09c8a391dcdb23c9255f03f5 (MD5) Previous issue date: 2016-06-16 / A definição de estratégias ou modelos que descrevam objetivos e melhores práticas a serem seguidas são importantes referências no estabelecimento de processos de desenvolvimento para empresas de diferentes portes. A adoção crescente de métodos ágeis e a importância também crescente da inclusão de práticas do design da experiência no processo de desenvolvimento em métodos ágeis têm despertado interesse da comunidade científica, pois ainda são poucos os modelos e estratégias que prescrevem como esta adoção pode ser realizada de forma conjunta. Para empresas de pequeno e médio porte, os desafios são maiores, pois os cenários que atuam são de enfrentamento de várias restrições quanto ao orçamento, recursos materiais e humanos. Esta tese tem como objetivo propor uma estratégia para incorporação das práticas do design de experiência no ciclo de desenvolvimento de software, em empresas de pequeno e médio porte da industria de software que adotam metodologias ágeis, a partir da observação de restrições e pontencialidades das práticas sugeridas na literatura. Adotamos um paradigma qualitativo de pesquisa de forma a observar, analisar e interpretar as práticas dos sujeitos na tentativa de compreensão do fenômeno investigado. Um estudo de campo envolveu trinta profissionais que analisaram as práticas sugeridas na literatura, em seu contexto de trabalho, e avaliaram a estratégia proposta. Os resultados sugerem que uma estratégia que permita a seleção, adoção, capacitação e monitoramento de práticas, técnicas e artefatos de forma a atender organizações de menor porte pode promover a inclusão e apropriação destas práticas no estabelecimento do processo da organização, observando as restrições de recursos no contexto estudado. Ao final, foi possível propor uma estratégia que oriente e facilite a apropriação das práticas por organizações de pequeno e médio porte. A contribuição principal da tese consiste, portanto, em uma estratégia que permita melhorias no processo de apropriação do design da experiência no cenário de metodologias ágeis em pequenas e médias empresas de tecnologia da informação. / The definition of strategies or models that describe objectives and best practices to follow are relevant references in establishing development processes for companies of different sizes. The increasing adoption of Agile methods and also increasing the importance of the inclusion of the experience design practices in the development process in agile methods have attracted interest from the scientific community because few models and strategies prescribe how this adoption can be carried out together. For small and medium-sized companies, the challenges are greater, because the scenarios that act are facing several constraints on the budget, material, and human resources. This thesis aims to propose a strategy for incorporating the experience design practices in the software development cycle, in small and medium-sized businesses software industry to adopt agile methodologies, from the observation of restrictions and potentialities of the suggested practices in literature. We adopted a qualitative paradigm form of research to observe, analyze and interpret the practices of the subject in an attempt to understand the phenomenon investigated. A field study involved thirty professionals who analyzed practices suggested in the literature in their work context and evaluated the proposed strategy. The results suggest that a strategy for the selection, adoption, training and monitoring practices, techniques and forms to suit smaller organizations artifacts can promote inclusion and appropriation of these practices in the establishment of the organization process, noting the resource constraints in the context studied. In the end, it was possible to propose a strategy to guide and facilitate the appropriation of practices for small and medium-sized organizations. The main contribution of this thesis is, therefore, a strategy to improvements in the process of design experience appropriation in the scenario of agile methodologies in small and medium enterprises of information technology.
35

Interaktionsdesign för SVT-Nyheter : Design av en nyhetsapplikation

Nyberg, Hampus January 2016 (has links)
The aim of this report is to convey the parts of the process of interaction design for a re-design of a news application. I have been part of the team assembled by SVT-interactive with the goal to create a new Android and iOS application due to a perceived sub-par experience on their current applications. This report will elaborate on the user studies and theories that has been undertaken in order to achieve a usable experience for the applications users. The goals and attributes of the project has been set by the development group themselves in collaboration and with regards to the stakeholders, both internal at SVT and external.
36

Experiential Hospitality Environments: The Roles of the Interior Architectural Features in Affording Meanings of Place

Pelaez, Tari 09 November 2011 (has links)
People’s authentic sense of place is being overshadowed by less authentic experiences referred to as placelessness. Consequently, a demand for experiential interior environments has surfaced. Experiential environmental and place attachment theories suggested that the relationships between self, others, and the environment are what encourage users in creating meaningful authentic experiences. This qualitative study explored the roles of the experiential interior architectural features in affording users of hospitality environments higher-level needs, such as meanings of place. For the case study, ten participants stayed at a hotel for two nights. Participants were given a guided list of ten facets of an experience, which was insidiously structured by both experiential environmental and place attachment theories. The participants used photographs to document each of the facets on the guided list. The photos were then used during the photo elicitation interviews, which evoked additional qualitative information. Participants identified specific interior architectural features and described them using the themes associated to place attachment theories. The findings revealed that the interior architectural features might enrich the meanings a person associates with a given place. Possibly affording users higher-level needs. As a result, if an experiential interior environment allows users to foster relationships between self, others, and the physical environment, they may experience more authentic experiences and give more meanings to a place.
37

Storytelling for intercultural dialogue: Experience design with unaccompanied minors from Afghanistan

Castillo Muñoz, Yénika January 2018 (has links)
This project explores storytelling tools for the collaborative work with persons in vulnerable situation, in this case, a group of unaccompanied minors from Afghanistan, living in Umeå, Sweden. The concept presented is the prototype of an eating experierence, BAHAM bolani: An idea for a social company where the participants are active into creating their own possibilities to stay in Sweden. With their own stories, they fill in the gap of how unaccompanied minors and asylum seekers are depicted in the dominant narrative. It is them providing meaning to the design concept. The theoretical approach is from a decolonising and feminist point of view, with collaborative design methods. In the discussion, I debate the need of more listening tools for the design community based on these theories, because they allow the designer to challenge their own cultural assumptions, and meet the participants in a more humble and equal way, especially when working with persons in vulnerable situations.
38

Posouzení informačního systému firmy a návrh změn / Information System Assessment and Proposal for ICT Modification

Jambor, David January 2016 (has links)
The thesis describes the analysis and proposal of changes in the information system for the company My to opravime s. r. o. This company deals with electrical equipment servicing. Changes in the information system, which is realized through a web application, were defined based on the analysis. The application is developed in a way that fits the processes of the company and the requirements of the customers, so that it brings the highest added value. The thesis also describes the methods, procedures and current technologies that are used for the development of the web applications
39

The role of user experience design within digital transformation : Insights from Sweden

Panchev, Aleksandar January 2020 (has links)
No description available.
40

A Piece of Space : Exploring photographic space as a visualized form of spatial experience and thinking about how a designer can position it in reality.

Baek, Juyeon January 2020 (has links)
This project recognizes photographic space as a visualized form of spatial experience and tries to read unspecified spatial information in photos shared in social media. By exploring a photograph, I research how photography, which is a framing activity, has affected spatial experience and cognition. I try to re-build a space with photographs and compare the different characters of original space and photographic space by juxtaposition. The combination of original space and photographic space through a mechanism tool makes designers understand people’s experiential space over spatial hierarchy planned by designers. The project shows three-dimensional space made with photos using a photogrammetry method. It places original space and photographic space within a tool that mechanized the principle of Filippo Brunelleschi’s linear perspective. It highlights the multiple identities of space and visual form of photographic space. Also, by applying Henri Lefebvre’s theory to two different spaces and spatial practices, it gives a clue how designers can understand a photograph as a social product of spatial identity, an independent element from real space. A piece of space is an experiment spatial tool that draws people into multiple experienced spaces. It is tightly connected with spatial contexts; original space, photographic space and spatial practice by people. The whole process in the project consists of experiments that can explore the meaning of photographic space and how it can be positioned in reality. / <p>Some images have been removed for copyright reason.</p>

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