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Enhancing User Experience Design workflow with Artificial Intelligence ToolsMortazavi, Arezou January 2023 (has links)
This thesis explores the intersection of Artificial Intelligence (AI) and User Experience (UX)design, aiming to leverage AI capabilities to enhance the overall user experience designprocess. The research included user interviews, data collection, and the usage of AI toolsto enhance efficiency. The collaboration with a company provided insightful informationand directed the research toward investigating AI capabilities in UX design. The studyclarifies the advantages of AI design tools, their impact on the UX design procedure, and thepossibility of further developments. It ends by introducing the AIUX app concept, whichprovides a streamlined and collaborative approach to UX design. The results highlightthe significance of a balanced approach, where AI enhances rather than replaces humancreativity and invention. As AI technology develops quickly and is increasingly included indesign tools, this thesis offers a starting point for further study.
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Uncovering the Recycling Distraction: a Graphic Designer’s Journey Designing a Website to Challenge Recycling-Based IndividualismGruebel, Rhys January 2022 (has links)
No description available.
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[pt] EFEITOS DO USO DA REALIDADE AUMENTADA SOBRE A EXPERIÊNCIA DO CONSUMIDOR NO VAREJO E A SUA INTENÇÃO DE COMPRA / [en] THE IMPLICATIONS OF USING AUGMENTED REALITY ON THE RETAIL CONSUMER EXPERIENCE AND THE PURCHASE INTENTION ASSOCIATEDANDREA RIBEIRO CARVALHO DE CASTRO 26 May 2020 (has links)
[pt] Este estudo propõe fazer uma análise sobre o impacto da experiência de
Realidade Aumentada (RA) aplicada no varejo online utilizando dispositivo móvel.
Após a revisão de literatura feita sobre este tema, foi elaborado um modelo e foram
formuladas hipóteses que permitissem investigar a relação entre a Experiência de
Realidade Aumentada e a Intenção de Compra, sendo esta relação mediada por
avaliações do consumidor, tais como, Certeza na Escolha, Satisfação do Usuário e
a Emoção Positiva. Para testar o modelo, foi feito uma pesquisa com 201
consumidores. Os dados coletados foram analisados pelo método de modelagem de
equações estruturais (SEM) e confirmaram a maioria das hipóteses formuladas,
apresentando relações significativas dos construtos mediadores que ficam entre a
Experiência de Realidade Aumentada e a Intenção de Compra. Os resultados
indicam a importância da avaliação feita pelo consumidor sobre a Certeza na
Escolha ao utilizar uma Experiência de Realidade Aumentada antes da Intenção de
Compra. É oportuno mencionar que o construto Emoção Positiva também é um
mediador significativo entre a Experiência de Realidade Aumentada e a Intenção
de Compra, porém menos forte que a Certeza na Escolha. Estes resultados sugerem
que os consumidores, após uma Experiência de Realidade Aumentada, são levados
a avaliar os aspectos cognitivos e afetivos antes da decisão pela compra. / [en] The purpose of this study is to analyze the impact of Augmented Reality
(AR) experiences applied to online retails using a mobile device. After reviewing
the literature on this topic, a model was elaborated, and hypotheses were formulated
to investigate the relationship between the AR experience and the purchase
intention. This relationship is mediated by consumer evaluations, such as certainty
in the choice, user satisfaction, and positive emotions. To test the model, a survey
was conducted with 201 consumers. The collected data were analyzed using the
structural equation modeling method and confirmed most of the formulated
hypotheses, presenting significant relationships between the mediating constructs
with the AR experience and with the purchase intention. The results indicate the
importance of the evaluation made by the consumer on the certainty of the choice
when using an AR experience before the purchase intention. It is worth mentioning
that the positive emotion construct is also a significant mediator between the AR
experience and the purchase intention, but less strong than the certainty in the
choice. These results suggest that consumers, after an AR Experience, are led to
assess cognitive and affective aspects before purchase intention.
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WOODWIZ - A CROSS-PLATFORM SOLUTION FOR FOREST MANAGEMENTZhuona (19201579) 27 July 2024 (has links)
<p dir="ltr">Managing a forest presents many challenges for tree farmers, especially when relying on traditional manual methods. Previous research highlights the wide range of tasks involved in forest management, from planting and nurturing trees to harvesting and selling timber. These conventional approaches often result in inefficiencies and unexpected difficulties at various stages. However, advances in technology, specifically through the use of LiDAR-based reconstruction and differential geometry, have made it feasible to accurately measure tree sizes and identify species with a single capture.</p><p dir="ltr">To help tree farmers overcome these challenges, this thesis proposes the development of a cross-platform solution named WoodWiz. WoodWiz comprises two synergistic components: a mobile application for real-time, on-site tree measurements, and a web-based platform for comprehensive forest management. The measurement feature in mobile app streamlines the data collection process, reducing time and labor, while MyForest offers a detailed view of the forest's status, facilitating efficient management and planning. Additionally, WoodWiz includes a Library feature, providing a repository of forestry resources and best practices, and a community platform to foster collaboration and knowledge sharing among forestry professionals. This integrated system simplifies the wide range of tasks involved in forest management—from planting and nurturing to harvesting and selling timber—thereby reducing inefficiencies and addressing the unexpected difficulties typically associated with traditional methods.</p><p dir="ltr">The development of WoodWiz involved extensive research, design, and evaluation, culminating in a robust tool that not only streamlines forest management tasks but also provides tree farmers with actionable insights for decision-making. By automating critical measurements and facilitating data access, WoodWiz improves the accuracy of forest inventory and health assessments, leading to more informed and strategic management practices. The potential impacts of this solution on the forestry industry include increased productivity, improved sustainability of forest resources, and enhanced profitability for tree farmers. This thesis details the iterative process of WoodWiz's development, highlights its key features, and evaluates its effectiveness in transforming forest management practices.</p>
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CMS och UX : tekniker för hur man utformar en god användarupplevelse / CMS and UX : techniques for how to design a good user experienceSjödin Peterson, Veronica, Prochownik, Natalia January 2015 (has links)
The purpouse of this study is to find out how and if a Content Managment System (CMS) can benefit from applied User Experience Design (UX). A work project has been executed where a client wanted the students to create a user friendly CMS for adding content to a global hotel review site. A prototype of a CMS was created based on literature studies about UX and CMS. The prototype of the user friendly CMS was then tested through user tests and interviews with key users. After input from the key users the prototype was changed until the users were satisfied with it.
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Les dispositifs d’aide à la consommation : une analyse qui prend compte des obstacles à la rationalité dans l’évaluation des biens de consommationLeggett-Dubé, Justine 12 1900 (has links)
Ce projet de recherche vise à explorer le rôle du design dans l’acte d’achat et
l’évaluation des produits. L’hypothèse de recherche repose sur le fait que le
design est un obstacle à la rationalité dans le choix d’un bien, car ce dernier
est rattaché à des singularités qui lui sont propres, le rendant difficilement
comparable aux autres biens d’un même marché. Les produits deviennent
difficiles à évaluer et à classer parmi les autres biens similaires dans le
marché. En soi, la finalité et les vertus du design permettent aux
consommateurs d’avoir une plus grande liberté de choix, mais ce rôle
dynamique et économique que peut prendre le design peut aussi confondre
les consommateurs devenant brouillés par l’abondance de choix. En ce sens,
le design serait la clé de la voûte d’une économie des singularités telle que
proposée par Lucien Karpik dans L’économie des singularités. Avec une
méthodologie ethnologique, cinq projets d’évaluation de produits au sein de
deux organismes produisant des dispositifs d’aide à la consommation ont été
observés sur une période de deux ans. À la conclusion de cette étude, il a été
démontré que certaines améliorations pouvaient être apportées aux processus
d’évaluation, plus particulièrement en ce qui concerne les facteurs qui ne sont
pas pris en compte dans les dispositifs d’aide à la consommation actuels,
comme l’évaluation de produits centrée sur l’usager à l’aide de scénarios
d’usages, plutôt que l’évaluation de produits centrée sur l’objet, ainsi que la
considération de l’expérience de l’usager dans l’évaluation des biens. / This research project aims at exploring the role of design within the act of
purchasing and rating products. This premise is based on the fact that design
is an obstacle to an individual’s rationality when choosing goods because
they are multidimensional and of uncertain quality, as proposed by Lucien
Karpik. This creates a difficulty faced by consumers when trying to find
comparable products on the market. The research hypothesis of this project
suggests that design is an obstacle to reason by offering multidimensional
products to consumers. It then becomes harder for them to evaluate singular
products available on the market, and to make wise consumption choices.
One of the aims of design is to offer users freedom of choice, but this dynamic
and economic role of design can also lead to confusion, where consumers
become blinded by the abundance of choices. In this sense, design would be
the keystone of a singularity-based economy. Five product rating projects
were observed on a two-year period within two agencies involved in
producing consumption aid devices by using an ethnological approach. The
conclusion of this study has shown that some improvements could be made
to the product rating processes, particularly for the facts that have not been
accounted for in the actual consumption aid devices, such as user-centered
product ratings based on user scenarios instead of object-centered product
ratings, as well as considering user experience in product evaluation.
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