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PR and Online Branding Corporate Perceptions in a Digital Space: Branding Goodyear Engineered Products in the Automotive Aftermarket OnlineSledzik, Christopher Steele 24 April 2012 (has links)
No description available.
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Creating an Environmental Education Website at the Smithsonian Environmental Research Centervan der Heijden, Anna M. H. 24 April 2002 (has links)
No description available.
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Från teori till praktik: UI/UXförbättringar på Flygresor.se : Förstå och implementera effektiva UI-designprinciper för bättre engagemang ochanvändarupplevelseOkodugha, Marcus, Aljarrah, Hamada January 2024 (has links)
Detta examensarbete undersöker optimering av användargränssnitt (UI) för att förbättra användarupplevelsen (UX) på sista-minuten biljettsidan på Flygresor.se, enwebbplats för flygjämförelser. Det huvudsakliga målet var att förbättra användarnasengagemang och tillfredsställelse genom implementering av effektiva UI/UX-designprinciper. Med hjälp av en litteraturstudie, semistrukturerade intervjuer och iterativ prototypframställning, identifierar denna studie viktiga UI/UX-förbättringar.Prototyper utvecklades och förbättrades dels baserat på lärdomar från litteraturstudien, men framförallt på feedback från deltagare i semi-strukturerade intervjuermed fokus på navigering, läsbarhet och användarvänlighet. Studien visar den betydande inverkan av genomtänkt UI/UX-design på deltagarnas tillfredsställelse ochlyfter fram praktiska rekommendationer för UI-förbättringar. Resultaten betonarnödvändigheten av kontinuerliga uppdateringar av användargränssnittet och potentialen hos användarcentrerade tillvägagångssätt i verkliga applikationer för att förbättra användares engagemang och operativ framgång. / This thesis investigates the optimization of user interfaces (UI) for enhancing userexperiences (UX), particularly focusing on the last-minute ticket page of the flightcomparison website Flygresor.se. The core objective is to improve user engagementand satisfaction through the implementation of effective UI/UX design principles.Using a literature study, semi-structured interviews and iterative prototyping thisresearch identifies key UI/UX improvements. Prototypes were developed and refined partly based on insights gained through the literature review, but prominentlyon feedback from participants in semi-structured interviews, focusing on navigability, readability, and interaction efficiency. The study highlights the significant impactof thoughtful UI/UX design on participants satisfaction and highlights practical recommendations for UI enhancements. The findings emphasize the necessity of continuous UI updates and the potential of user-centric approaches in real-world applications to improve user engagement and operational success.
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Att handla med ett klick : En studie över hur antalet klick påverkar konsumentbeteende / To shop with a click : A study of how the amount of clicks impact consumer behaviorUlvmåne, Caspian, Ermansson, Julia January 2024 (has links)
I denna studie undersöks hur universitetsstudenter i Malmö uppfattar och reagerar på användarupplevelse i online-shopping med fokus på hur många antal klick man har för att genomföra ett köp. Hur antalet klick i en köpprocess påverkar upplevelsen av en webbplats utforskas med hjälp av en kvalitativ och en kvantitativ metod. Studenter är en samhällsgrupp med olika vanor och preferenser som kan ge insikter om hur antalet klick påverkar deras upplevelse av en webbplats. Den kvantitativa datan samlades in i form av en enkät som gjordes tillgänglig till tre klasser inom fakulteten teknik och samhälle för att fastställa köpbeteende online. Den kvalitativa datan samlades in i form av två fokusgrupper, en intervju skedde fysiskt med en fokusgrupp och den andra skedde online genom verktyget zoom. Undersökningen inriktar sig på universitetsstudenter inom området medieteknik vid Malmö universitet. Enklicksköp erbjuder smidighet och snabbhet vid köp, men studien avslöjar både positiva och negativa aspekter som påverkar användarens upplevelse. Användarens uppfattning om tydlighet och enkelhet i köpprocessen är viktigare än det exakta antalet klick som krävs för att genomföra ett köp. Trots att studenterna har olika preferenser, visar de en övergripande positiv inställning till nya UX-lösningar, förutsatt att de inte minskar tillgången till klar och relevant information. / In this study, we examine how university students in Malmö perceive and respond to the user experience in online shopping, with a focus on the number of clicks required to complete a purchase. The impact of the number of clicks in a purchase process on the website experience are explored using both qualitative and quantitative methods. Students represent a diverse demographic with varying habits and preferences, offering insights into how user interfaces affect their website experience. Quantitative data was collected through a survey distributed to three classes within the Faculty of Technology and Society to ascertain online purchasingbehavior. Qualitative data was gathered through two focus groups, with one conducted in-person and the other online via the Zoom platform. The study targets university students in the field of media technology at Malmö University. While one-click purchasing offers convenience and speed, the study reveals both positive and negative aspects influencing the user experience. User perception of clarity and simplicity in the purchase process outweighs the exact number of clicks required to complete a purchase. Despite students having different preferences, they demonstrate an overall positive attitude towards new UX solutions, provided they do not diminish access to clear and relevant information.
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Excavation Sites: Art-ifacts of the Millennial Girl Web Development and Blogging Community of the 2000's to the Early 2010'sZhang, Alice Jin 01 January 2019 (has links)
When people go online and leave their mark in bytes, how do their traces get preserved, shared, or lost?
In the early 2000’s through about 2012, communities of millennial girl web developers and bloggers flourished on the English-speaking Internet. They would write about their intimate lives, code their website designs from scratch, create portfolios of graphics, and forge friendships with fellow bloggers that lasted through years. Most of these blogs are now gone; only patches remain as screenshots on the Internet Archive Wayback Machine.
For my senior project, I explored how techniques used in glitch art, normally used for destroying image files for purely aesthetic effects, could also be used to embed texts that could be read by humans inside digital photos. I excavated photos and self-portraits of individual bloggers whose old content has since been erased from their original domains as of 2018. Then, I overrode pieces of each image file with the respective bloggers’ journal entries extracted from https://web.archive.org. The result is a picture irreversibly corroded by the loss of its original data, akin to the state of their bloggers' archived websites. It still functions like any image file in that the picture can be copied, shared, and viewed on another computer. However, unlike a typical image file, it also hides a patchwork of legible English text; one can “dig” into the image’s encoding and uncover nuggets of letters from a past Internet presence--specifically, that of a millennial girl's thoughts on identity, life, and the joys and struggles of coding and managing her own website.
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CodeBuddy : Development of a programming assistance marketplace as a web applicationRenholm, Filip, Möller, Fredrik, Jansson, Isak, Gustafsson, Klara, Johansson Lara, Leo, Bodeström Eriksson, Linus, Thaung, Ludwig, Egondotter, Vendela January 2018 (has links)
According to a study at Linköping University, students who study programming need additional assistance beyond the help provided in the course. According to the same survey, the majority of these students indicate that they would pay for private tuition in programming. At the same time, there are students who believe they have the competence to teach others in programming and could consider of doing this against financial compensation. To meet these needs of students, a solution tested in this thesis resulted in the development of a web application to create a C2C platform where students can meet up to exchange knowledge within programming. The development of the web application is varied by design and functionality substantiated by scientific theories. During the project, user testing is performed to get opinions from the potential target group. The work mainly focuses on answering the research questions regardingconsumer trust of the web application’s design. The report shows that it is possible to develop a web application according to the above criteria.
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Založení a řízení malého podniku / The Establishment and Management of a Small EnterpriseHRNČÍŘOVÁ, Jarmila January 2008 (has links)
This thesis is focused on the development of a business plan, which describes all of the essential internal and external factors related to the establishment of a new company. The business plan includes a questionnaire used in conducting a preliminary marketing survey, focused on potential customers and their requirements, in terms of the services sought after in the given field of business. This thesis should serve as an instruction manual for the establishment and management of the small company of Miroslav Malý, who is planning to start a business in website creation, web-design, and related services.
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Centrando a arquitetura de informação no usuário / Centering the Information Architecture in the userGuilhermo Almeida dos Reis 30 March 2007 (has links)
O presente trabalho analisa as metodologias de projeto de arquitetura de informação de websites sob o foco das abordagens de Design Centrado no Usuário da Ciência da Informação e da Interação Humano-Computador. A metodologia adotada foi uma revisão da literatura, para formular um quadro de referência para análise das metodologias de projetos de arquitetura de informação, e duas pesquisas de campo. A primeira pesquisa foi quantitativa, baseada em um questionário on-line, e teve por objetivo levantar o perfil do arquiteto de informação das listas de discussões brasileiras. A segunda pesquisa foi qualitativa e seguiu a abordagem do Sense-making, tendo como objetivo levantar as dificuldades, técnicas e metodologias encontradas nos projetos de arquitetura de informação de websites. Como resultado da revisão da literatura foi formulado um quadro de referência composto de cinco fases (Pesquisa, Concepção, Especificação, Implementação e Avaliação). Os princípios das abordagens de Design Centrado no Usuário são aplicados nas duas fases iniciais, sendo que na primeira é aplicada a abordagem da Ciência da Informação, e na segunda a abordagem da Interação Humano-Computador. A primeira pesquisa de campo retratou um profissional jovem, que vive nos grandes centros metropolitanos, com formação predominante na área de Humanas e que desenvolveu seus conhecimentos sobre Arquitetura de Informação de maneira autodidata. Quase metade deles não segue qualquer metodologia nos seus projetos e, entre os que seguem, a maioria utiliza uma metodologia própria. A segunda pesquisa mostrou que os arquitetos de informação experientes adotam uma metodologia nos seus projetos e dedicam mais atenção às três primeiras fases do quadro de referência (Pesquisa, Concepção e Especificação). As metodologias vistas na prática não seguem a abordagem de Design Centrado no Usuário da Ciência da Informação, pois raramente são feitas pesquisas com usuários. Com relação à abordagem da Interação Humano-Computador, ela é pouco seguida porque os contratantes desconhecem a importância dos testes de usabilidade e porque os arquitetos não dominam as técnicas desses testes mais adequadas à Arquitetura de Informação. Com relação às dificuldades enfrentadas nos projetos, foram identificados três focos: o contratante, o próprio trabalho de Arquitetura de Informação e o contexto tecnológico em que o website está inserido, sendo o primeiro o mais citado. Conclui-se que as metodologias de projetos de arquitetura de informação precisam evoluir na adoção das abordagens de Design Centrado no Usuário, para que consigam produzir websites que satisfaçam plenamente as necessidades dos usuários, e nas formas de avaliar os resultados, para verificar se os objetivos dos projetos foram plenamente alcançados. / The study analyzes information architecture projects methodologies of websites under the focus of User Centered Design approaches of Information Science and Human-Computer Interaction. The adopted methodology included a literature review, to formulate a theoric model to analyze information architecture project methodologies, and two empirical researches. The first one was a quantitative research, based on an on-line questionnaire which aimed at mapping the profile of information architects in Brazilian discussion lists. The second one was a qualitative research, in which the Sense-making approach was applied to map the difficulties, techniques and methodologies found in information architecture projects of websites. As result the revision of literature review a theoric model with five phases was formulated (Research, Conception, Specification, Implementation and Evaluation) in which the approaches of User Centered Design should be applied in the two initial phases, in the first one should be applied the approach of Information Science and in the second one the approach of Human-Computer Interaction. The first research showed a young professional, that lives in the great metropolitan centers, which is often graduated in Human area and developed their knowledge of Information Architecture in an autodidactic way. Almost half of them doesn\'t follow any methodology in their projects and, most of the ones that follow uses theirs own methodology. The second research showed that seniors information architects adopt a methodology in theirs project and they dedicate more attention to the first three phases of the theoric model (Research, Conception and Specification). The methodologies found in practice don\'t follow the User Centered Design approach of Information Science, because they rarely make researches with users. The Human-Computer Interaction approach is little following because the clients are not convinced of the importance of usability tests and because information architects don\'t really know the techniques of usability tests more appropriate to information architecture projects. It were identified three focuses of difficulties faced in the projects: the clients, the own work of Information Architecture and the technology context in that the websites is inserted. It concludes that the methodologies of information architecture projects need to increase in the adoption of User Centered Design, to produce websites that fully satisfy the users, and in ways to evaluate the results of the projects, to verify if its objectives had been reached.
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Alla får vara med! : En kvalitativ genomgång av tekniker som används för att göra webbsidor tillgängliga för olika sorters enheterGrönberg, Pontus, Guerra Riveros, Francisco January 2014 (has links)
Att göra webbsidor tillgängliga för olika sorters enheter är ett område som har uppstått i och med smartphonens utveckling. Mängden enheter har under de senaste åren ökat stort och det är inte längre endast laptops och datorer som används. Då enheternas skärmupplösning skiljer sig krävs en anpassning beroende på enhet för att ge en bra användarupplevelse. För att identifiera tillgängliga tekniker har en kvalitativ undersökning genomförts. Undersökningen består av en genomgång av utvald litteratur samt intervjuer med utvecklare på företagen Nethouse och Laget.se utförts. Detta för att inhämta information om användandet av tekniker, undersöka om det finns något framträdande tankesätt samt undersöka för- och nackdelar med teknikerna. Slutsatsen är att alla tekniker har sina användningsområden eftersom de har olika styrkor och svagheter. Resultatet från denna studie presenteras som en genomgång av de befintliga teknikerna och deras potentiella användningsområden för att vägleda valet av teknik. / Making web pages available for different types of devices is an area that has arisen with the development of smartphones. In recent years it has become a major increase in units and there are no longer only laptops and computers that are being used. Since there is a size difference between the different devices there is need for adjustment depending on the device to provide a good user experience. The study was carried out as a qualitative study to identify available technologies. A review of available literature and interviews with developers at the companies Nethouse and Laget.se was conducted to obtain information on the performance of the techniques, if there is any way of thinking and if there is advantages and disadvantages of the techniques. The conclusion is that all technologies have their uses as they have different strengths and weaknesses. The results from this study are presented as a review of the existing technologies and their potential uses to guide the choice of technology.
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Webbdesign i Japan och Sverige : En tvärkulturell analys av webbplatser från hög-kontextuella kulturer och låg-kontextuella kulturerEnomoto, Rene January 2017 (has links)
Den här uppsatsen syftar till att analysera och identifiera skillnader och likheter i webbdesign mellan två länder, Japan och Sverige. De japanska och svenska webbplatserna för två företag etablerade i både Japan och Sverige, IKEA och DAIKIN, har analyserats utifrån en modell framtagen av Würtz (2006) i en tidigare studie på området. Denna modell är i sin tur baserad på Halls och Hofstedes teorier om kulturella skillnader och skillnader mellan så kallade låg-kontextuella kulturer (t.ex. Sverige) och hög-kontextuella kulturer (t.ex. Japan). Modellen fokuserar på användandet av animation, främjande av kulturella värderingar som maskulinitet/feminitet och individualism/kollektivism, om individer avbildas tillsammans med produkter eller inte, grad av transparens på webbplatserna och slutligen linjär kontra parallell navigation på webbplatserna. Förutom studien av webbplatserna har två intervjuer hållits med en designer/utvecklare från respektive företag för att få ökad förståelse för hur företagen tänker kring webbdesign. Studien har inte funnit några väsentliga skillnader i användandet av animation, graden av transparens eller navigation mellan de studerade webbplatserna men skillnader i kulturella värderingar har identifierats. De japanska webbplatserna främjar familjeorienterade värderingar och stereotypiska könsroller i valet av bilder på webbplatserna. De svenska webbplatserna främjar värden som är mer typiska för låg-kontextuella kulturer som till exempel livsstil och frihet. Det har också noterats att det japanska företaget använde sig av en maskot vilket kan tolkas som typisk för japansk kultur. I intervjuerna gav utvecklarna från båda företag liknande svar kring hur de tänker om användande av bilder och animation kontra text på sidorna. Den japanska utvecklaren förklarade att japanska kunder uppskattar kundrecensioner för att minska graden av osäkerhet vilket kan sägas vara typiskt för Japan. Den sammanfattande slutsatsen från studien är att kulturella skillnader i webdesign minskar, kanske på grund av globaliseringen av företag och samhällen. / This thesis aims to analyze and capture differences and similarities in webbdesign between two countries, Japan and Sweden. The Swedish and Japanese websites of two companies established in both Japan and Sweden, IKEA and DAIKIN, have been analyzed based on a model devised by Würtz (2006) in a previous study of the same topic. This model is in turn based on Hall and Hofstede’s theories on cultural differences and differences between so-called low-context cultures (e.g. Sweden) and high-context cultures (e.g. Japan). The model focuses on the use of animation, promotion of cultural values such as masculinity/femininity and individualism/collectivism, individuals being depicted together with products or not, level of transparency in the web design and finally linear vs. parallel navigation on the websites. Besides the study of the websites two interviews were held with a designer/developer from each company to get further input into how the companies think about their web design. The study did not find any significant differences in the use of animation, transparency and navigation between the websites studied but differences in cultural values could be seen in terms of the Japanese sites promoting more family-oriented values and stereotypical gender roles through the pictures used on the websites. The Swedish sites promoted values more typical for low-context cultures such as lifestyle and freedom. It was also noted that the Japanese company featured a mascot which can be said is typical for Japanese culture. Regarding the interviews the developers had similar thoughts on the use of text versus pictures and animations. The Japanese developer explained that Japanese customers appreciate customer reviews in order to lower uncertainty which can be said is typical for Japan. The overall conclusion from this study however is that cultural differences in web design are becoming less, perhaps due to the globalization of business and society.
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