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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.
1

A study on the application of contemporary visual art into flagship stores of luxury fashion brands

Lee, Youjung January 2014 (has links)
Luxury fashion brands face a new challenge as to how to sustain brand growth while maintaining the exclusivity of brands due to the democratisation of the luxury phenomenon which is mainly driven by the emergence of ‘new luxury’ and changes of consumption style ‘trading up’. Luxury consumers are becoming disillusioned with the vulgarisation of luxury goods and prefer exclusive luxurious experiences. In order to keep pace with the changes in luxury consumer needs and promote an image with creative and luxurious connotations, luxury brands increasingly associate with contemporary visual art through diverse kinds of channels. Among the channels, great attention has been given to contemporary visual art exhibitions within a flagship store due to its benefits: geographical location, cutting investment cost and offering direct art experience to consumers. However, there is no theoretical research investigating the main points to be considered in applying contemporary visual art exhibitions to flagship stores of luxury fashion brands. Moreover, there is a need for a systematic approach in applying contemporary visual art exhibitions to flagship stores of luxury fashion brands as relying mainly on a designer’s intuition might pose a problem: delivering different messages from those intended. Through the research, four main propositions were identified which need to be considered when luxury fashion brands apply contemporary visual art exhibitions to their flagship stores: 1) brand communication with consumers, 2) the fit between brand identity and that of an artist, 3) consumers’ value/benefits in the way that enhance consumers’ aesthetic experience of art and 4) artists’ value/benefits. Models including a conceptual model and a design tool kit were developed and tested with experts in this field. The proposed models are decision supporting tools which provide a comprehensive overview regarding the main points to be considered as well as support finding a high fit artist to brand identity. They offer advantages as follows: 1) the conceptual framework improves understanding of the needs/values of the three main stake holders such as luxury fashion brands, consumers and artists for this practice and provides an insight into how to address them in applying contemporary visual art exhibitions to flagship stores of luxury fashion brands 2) the tool kit assists in making a decision when selecting artists or artworks and offers benefits to all the stake holders: 1) luxury brand value by managing their touch points effectively that ultimately lead to enhancing brand communication, 2) consumer value by preventing confusion caused by disharmonious messages from all the touch points within flagship stores, and 3) artist value by finding a matched brand for synergy between brands and artists.
2

Recycled memories : can flashbacks be triggered through experience design?

Fridriksson, Fridrik Steinn January 2013 (has links)
This paper examines the phenomenon flashbacks, often named the Proust phenomenon, through the lens of experience design. The research question is Can flashbacks be triggered through experience design? It would then be possible to call flashbacks memories recycled memories. To answer the question former studies were researched, mainly from the standpoint of cognitive psychology. The thesis discusses how different senses produce flashbacks and how they can be used as triggers. The difference between the connection of sight, sound, touch, taste and smell to experiences and flashbacks are examined, especially the extraordinary connection between flashbacks and the olfactory sense. This topic can not be completed without looking into Marcel Proust‘s texts in À la recherche du temps perdu and his poetic description on how flashbacks work. Through the lens of Proust, flashbacks are discussed as narratives and the thesis looks into the significance of the memories as a building block for our sense of ourselves. Several Icelandic storytellers are interviewed about their memories. Through their interviews the storytelling aspect of sharing memories becomes prominent, leading to a discussion on the social aspect of memory sharing. The thesis ends with a study in triggering flashbacks through an experience. An exhibition presenting memories of others through sensory stimuli is used to see the effects of memory sharing through appealing to our senses.
3

User Experience messen und gezielt steuern – Jeder will es, doch wer kann es? Wir zeigen, wie es geht!

Toussaint, Claude January 2012 (has links)
designaffairs entwickelt seit 20 Jahren Strategien und Design für Produkte in den Bereichen Hardware, Software und Services. Mit weltweit mehr als 70 Experten bieten wir Leistungen in Research, Strategie, Design und Engineering an. Dabei kombinieren wir erfolgreich Kreativität mit wissenschaftlichen Methoden. [... aus dem Text]
4

Interactive user experience design : creating an effective online experience

Park, Ji Yong, n/a January 2007 (has links)
Designing for user experience is central to good web design, particularly in e-commerce settings. However, the relevant dimensions and processes of designing for user experience have been variously defined. This project develops an approach to web design that defines the key dimensions of user experience, including interactivity, participation, and flow, and web site design of the user experience. The idea of Interactive User Experience Design is advanced as a model for designing from the perspective of user experience. The project reviews relevant dimensions of user experience, proposes a model integrating key design dimensions of this experience, surveys design literate university students on effective online experiences, and develops a prototype for a hypothetical commercial web site that incorporates elements of co-creation and identity play. This practice-based project contributes a new proposal for web-based design and new knowledge in the form of an approach to user experience design.
5

Experiential marketing by attributes of experience design for hotel APPs : An empirical study from China

Huang, Zhe, He, Linlin January 2015 (has links)
Purpose: The research purpose is to assist hotel marketers in figuring out how to design an APP for hotel on the basis of current experience design situation and some suggestions will be proposed. Specifically, how strategies of experience design influence customers’ experiential value and how much the attributes of experience design influence customers’ experiential value will be examined, revealing which attributes of experience design are more important in generating customers’ experiential value. Particularly, with the development of mobile Internet and the increase of customers’ social needs, the communication among customers and providers will be strengthened. Therefore, this research will explore the importance of relational service design and social experience design in an APP context. Methodology: The experience design strategies, customer value dimensions and the theoretical framework are developed on the basis of literature. Questionnaire instrument is employed as a quantitative method in this research. At last, 244 questionnaires are recycled from APPs for hotel users in China. Findings: Firstly, the strategies of experience design,sensory experience design, functional service design, relational service design and social experience design, all have positive influence on customers’ corresponding experiential value. Secondly, in terms of attributes of experience design, the statistical findings indicate that appropriate layouts, online payment, online consultation and customer interaction show more influence on aesthetics, functional value, social-relational value and social-symbolic value respectively. Functional service design still plays an important role in current experience design, while relational service design, social experience design and sensory experience design will rise into importance. In terms of how to design an APP for hotel, a rank of strategies of experience design will be listed in the end, the well performed attributes of experience design will be kept in the design, while the attributes of experience design which are week in current situation will be improved. Theoretical Implications: Firstly, this paper brings “experience” to a context of an APP for hotel, which enriches the research about experiential marketing and experiential value, especially social value. Secondly, this paper proposes new experience design dimensions, sensory experience design, relational service design and social experience design, which explores a new design domain in the context of an APP for hotel. Practical Implications: This paper offers guidance for hotel marketers to implement experiential marketing by attributes of experience design, which in turn will bring more income and increase the competence of a hotel.
6

Experience design and automotive design

Gomez, Rafael January 2005 (has links)
This thesis centres on experience design and automotive design. The aim is to investigate the emotional experience of the driving activity. The research question driving the study is: "How can experience design influence the driving activity?" Experience design proposes to explore emotional aspects of interactions in context. A model of the human-product-environment relationship, using activity theory as its foundation, is presented. The model is used to situate the overall experience of driving. An experiment exploring the overall emotional experience in real driving situations was conducted. Participants were required to drive around a specified route while performing particular tasks with the vehicle interface. A data triangulation approach was employed involving interviews, think-aloud protocols and observations. Findings indicate that context together with the emotional state of the driver before driving impacts the overall emotional experience. Positive emotional states before driving with no interaction challenges in high-traffic contexts generated neutral overall experiences. However, positive emotional states before driving with interaction challenges in high-traffic contexts generated negative overall experiences. Negative emotional states before driving combined with interaction challenges in high-traffic contexts generated positive emotional experiences. It appears that positive emotions associated with overcoming challenging interactions in high-traffic contexts reflect positively on the overall experience. Emotions elicited in low and mediumtraffic contexts did not affect the overall experience. Another finding suggests that extended visual interaction with interface in high-traffic context generates negative emotions. It is proposed that vehicle interfaces should adapt appropriately to their surrounding context to support positive (and avoid negative) emotional experiences. In low and medium-traffic contexts interfaces may encourage interactions. In high-traffic contexts, if the driver is in a positive emotional state before driving interfaces may discourage challenging interactions. If the driver is in a negative emotional state before driving the interface may encourage challenging interactions. In conclusion, this study proposes the application of current and upcoming technologies for future automotive interiors to enhance positive (and reduce negative) emotional experiences within the driving activity.
7

Networking Communications for a Collective Retailing District of Small Scale Brick-And-Mortar Stores

Rong, Sike 09 November 2020 (has links)
No description available.
8

Designers as Entrepreneurs: An Investigation on Why Startups Need Design and Design Need Startups

Chew, Selene Se Lui 15 May 2015 (has links)
No description available.
9

Design: Encouraging Sustainability Through Persuasion

Yang, Yushi 14 June 2013 (has links)
The thesis proposes a mobile app design along with an innovative business plan aiming to encourage sustainable purchasing. To uncover the limitations in current design practices, firstly, represented examples of sustainable design were reviewed. Then, in an attempt to bridge the gap between sustainability and design commercialization, the techniques of persuasion were studied. It is to figure out how to incorporate hot triggers into computational technologies. As an outcome of the study, the final deliverable is a social networking application that provides sustainable product reviews. Instead of following a traditional sustainable design framework, the final deliverable focuses on creating an efficient supply-and-demand circulation for sustainable products. It delivers a unique corporate proposition showing how the system works, gaining modest profits while promoting sustainable development. Based on an online survey and the user study, the value of the proposed idea was validated. Also, the usability and functionality of the app were improved based on participant feedback. / Master of Science
10

Application and evaluation of methods for merging user experience design with agilesoftware development

Eriksson Vikner, Mikael January 2016 (has links)
Cinnober is an organization that develops advanced software solutions for financial institutions. As a part of the technology toolkit used at Cinnober there is a web framework with which GUI development can be driven from the data available on the server, through configuration rather than development. Rather than having the user interface emerge as a result of technology and available data, they would like to explore a software development model driven by user centered design. Cinnober practices scrum, an agile software development framework, which has proven difficult to integrate with user centered design. This thesis strives to identify suitable methods for performing user centered design in the environment of agile software development. A development process based on scrum, lean UX, staggered sprints and the effect map was then utilized and evaluated in a short development project at Cinnober. Utilizing and evaluating those methods yielded valuable input which can be of use in future development efforts. While there was plenty of positive feedback from the development team there was also some room for improvement. Additionally, there are quite a few pieces missing in order for the utilized development process to cover all aspects considered important in one of the most commonly cited definitions of user centered design.

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