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Návrh metodiky UIX designu pro mobilní aplikace / Design methodology UIX Design for Mobile ApplicationsŠolín, Petr January 2012 (has links)
This thesis describes the design methodology for User Experience Design and its use in the creation of mobile applications. The theoretical part focuses on defining the field of User Experience Design (UXD) in conjunction with the definition of user experience. It then focuses on the role of UX Designer and his knowledge especially in the field of design of cognitive and memory operations. The main goal of the theoretical part of the thesis is to make up a comprehensive procedure for creating mobile UX applications serving as company's manual or guidance in creating a user-friendly application. The main goal of the practical part is the author's design of methodology UX Design for mobile applications. The methodology is proposed based on the author's experience gained from the project positions as UX designers and graphic designer. A secondary goal of the practical part is the application of created the methodology on a case study of creating mobile applications.
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Emotions, fear, and empathy: a design approach to human experiencesPolinedrio, Veronica January 2014 (has links)
Fear is an intrinsic human emotion, which produces with variable intensity a bodily reaction as a response to a stimuli. It is considered one of the basic human emotions, and it is universal of all animal species. Despite its subjective quality, fear has gained a rather negativistic stereotype that this research intends to debate and readdress, proposing that “negative fear” is part of an evolutionary transition cultivated by social and cultural constructs. This thesis will analyze the context in which fear operates, employing experience design methodologies and design research to reevaluate the role of fear in the contemporary settings of our societies to prove its connection to imagination, transhumanism and the production of empathy. After a brief historical perspective to situate this thesis in the contemporary framework of experience design, this research will investigate fear as prolific tool for the production of imagination, derived from its aesthetic connection to wonder and pleasure. This particular connection between fear to wonder was investigated among others by Charles Darwin, who also promoted the functionality of fear as the key to animal survival. The complex mechanism in which fear engages us will lead to the production of design prototypes that look at the animal kingdom and several other species’ talents in the detection and implementation of fear as a tool to survive. Here, the potential of our species to further evolve through the use of design will open a discussion on transhumanism and the future of humanity. The last section speculates a counterfactual conditional statement of how our humanity would operate, if emotional identities were reevaluated. In particular, the emotion of fear will be reevaluated for its unpleasant characteristics, from the bodily sensations to the mental postliminary conditions, to understand why certain human behaviors are still exercised, when the physiological effects are universally acknowledged as distasteful. By interpreting the physiological impact of fear, this research will continue its argument towards empathy, questioning what it truly means to ‘stand in someone’s else shoes’, specifically when fear is practiced. Empathy, as a pilaster in the mission statement of many contemporary disciplines, has surfaced in this research as viral phenomenon, which little has to do with truly ‘empathizing’. Here, it investigates how empathy can be experienced when fear is in play: if sharing fear as the bodily experience of someone else can lead to the production of authentic empathy, then humans have a chance to reevaluate its application in the contemporary global topics of war and diplomacy, domestic and public violence, or bullying to name a few. This research ultimately establishes a new perspective on the role of emotions in our societies, and creates a connection between design and the experience of intangibles, producing a view of the intrinsic systems of our being as ones deemed of value in the ambitious evolution of our species. / <p>The full thesis contains copyrighted material which has been removed in the published version.</p>
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Supporting User Engagement in Participatory Design: A Multiple-fidelity Prototyping ApproachLau, Charlotte January 2019 (has links)
Over the history of interaction design, concepts and methods of prototyping have been significantly developed to address new challenges faced by the field and the ever-going advancement of new technologies. Some of the important developments are related to the notions of mixed-fidelity prototyping, experience prototyping, and prototypes as filters. Building upon these developments, this study explores a multiple-fidelity prototyping approach, that is, using progressively higher fidelity prototypes in iteration. The study focused particularly on the design of user engagement. It documented, and contributed to, an actual design process of Xplore, an augmented reality game-based learning application. Three participatory design-style workshops employing low-, mixed-, and high-fidelity prototypes were conducted respectively. Thematic analyses of participants’ interactions revealed sets of themes in the workshops, which reflected the changing focus and scope of the design space. The implications of the results obtained in the study highlighted the role of prototypes of each fidelity level in engaging users in a design process, as well as the potential benefits of combining multiple fidelity prototypes when designing for user engagement.
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Pains, delights och allt däremellan : En guide för kundresekartläggning / Pains, delights and all in-between : A guide for customer journey mappingTejnung, Elias January 2019 (has links)
Metoden Kundresekartläggning har använts i årtionden för att kartlägga målgruppers upplevelser, exempelvis kunders upplevelse av en organisations tjänster. I vetenskaplig litteratur saknas beskrivning av hur datainsamling och analys går till i kundresekartläggnings-projekt. För att öka förståelsen för hur metoden går till har kunskap samlats in, främst genom intervjuer med praktiker (user experience designers och tjänstedesigners) erfarna av metoden. Resultatet blev en guide fylld av tips som kan vara bra för praktiker att tänka på inför och under den här typen av projekt, samt hur man kan engagera organisationen (beställaren av kundresekartan) i projektet så att insikterna används vidare även efter leveransen av kundresekartan. I slutet av guiden finns dessutom fem exempel på kundresekartor som praktiker delat med sig av och berättar om.
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Design de triggers emocionais para experiências gastronômicasAkiyoshi, Ricardo Yudi 16 March 2012 (has links)
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Previous issue date: 2012 / Nenhuma / O trabalho demonstra o estudo que teve como objetivo estudar o Design de triggers emocionais voltados às experiências gastronômicas. Mais especificamente, realizamos o estudo conjunto entre o Design Estratégico, o Design para Experiências, Design Emocional e o Food Design, tendo como objeto principal a avaliação do impacto das emoções evocadas em experiências alimentares nos usuários a partir da manipulação de gatilhos tangíveis ou intangíveis. Partimos do princípio que as mudanças socioeconômicas e o comportamento do consumidor são influenciados mutuamente e, sendo assim, uma das maneiras para consolidar-se dentro de tal contexto econômico seja justamente aprimorar o contexto das experiências envolvidas no consumo de um produto ou serviço. Um dos parâmetros que apresentaram-se favoráveis a tal incrementação foram os estímulos emocionais potenciais condicionadores para uma experiência memorável. Sendo assim, a pesquisa buscou através de dois experimentos e uma survey, coletar dados que pudessem auxiliar na obtenção das respostas ao objetivo geral do trabalho. Concluímos que a partir da manipulação de gatilhos seja possível condicionar uma experiência a intensificar emoções positivas. Sugerimos, ao final da pesquisa, que um dos papéis que o Design possa assumir, neste contexto, seja a articulação e design de projetos que incrementem a qualidade geral de uma experiência e, consequentemente, o bem-estar do indivíduo. Para futuras pesquisas, recomendamos questões sobre os seguintes tópicos: ampliação dos experimentos I e II; estudos referentes às etapas de experiência de usuário e temas como significados e valores identitários acerca de experiências alimentares. / This dissertation presents the study of emotional triggers for food experiences in a Design context. More specifically, we brought the fields of Strategic Design, Design Emotion, Design for Experiences and Food Design together. Our object of research consisted in dining experiences and other variables related to food and design services. The startup point of this study was the socioeconomic changes, consumer behavior and how one could maintain himself competitive in the current market. One way to stay competitive could be developing better products and services through innovative experiences. These types of experiences could be achieved developing emotional stimuli that could improve the flow and overall quality of a certain experience. In order to achieve this, the study collected data throughout a series of two experiments (experiment I and II) and a survey to answer the following main aspect: evaluation of emotional behavior in food experiences due to the manipulation of tangible and intangible triggers. We will conclude that it is possible to condition an experience and intensify positive emotions due to the manipulation of certain variables. The resulting emotions will always be, however, conditioned to the users? interpretation of the experience. We will suggest in the end of our research that one of the roles the Design field of study could take part in, is the articulation and design of projects that enhance the overall quality of an experience and well being of the user. To our future research we pointed out the need for more experiments; the careful study regarding the lifespan and chronology of user experiences and deepen our thoughts in themes like meaning and identity values regarding food experiences.
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Design estratégico e design para experiência: análise de uma aplicação metaprojetual no contexto de Ensino Superior de Moda gaúchoScherer, Camila Bisol Brum 15 August 2013 (has links)
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Previous issue date: 2013-08-15 / Nenhuma / A presente dissertação objetivou o estudo da relação entre Design Estratégico e Design para Experiência, por meio de uma aplicação metaprojetual. Enquanto abordagem voltada à decisão organizacional, o Design Estratégico é fundamentado na cultura de projeto, resultando em diferenciação e Efeitos de Sentido, pela proposição de Sistemas Produto-Serviço (PSS). Caracterizado como uma ferramenta do Design Estratégico, o conceito de Metaprojeto subsidia a cultura de projeto, pela geração de Concepts que impulsionam interações entre usuários e produto. O Design para Experiência, por sua vez, projeta as interfaces que proporcionam essas interações. Esse trabalho respondeu como uma aplicação metaprojetual, voltada ao Design para Experiência, promove novas interações entre um curso superior de Moda gaúcho e seus potenciais ingressantes. Como procedimento metodológico, desenvolveu-se investigação teórico-prática, sob forma de pesquisa-ação, na qual a realização de um workshop possibilitou a aplicação metaprojetual. Para tanto, fez-se o estudo no curso de graduação de Moda da UNISINOS, dado o seu enfoque em Design Estratégico. Já a determinação do contexto de pesquisa considerou a aproximação entre Moda e Design no ensino superior, bem como a crescente oferta de formação em Moda e similaridade dos cursos gaúchos. Essa pesquisa resultou no alinhamento teórico entre Design Estratégico e Design para Experiência, através da geração de Efeitos de Sentidos e tríade usuário, produto e mercado. De igual forma, possibilitou a proposição de Concepts de Sistema Produto-Serviço, para diferenciação do curso da UNISINOS. / This dissertation analyze Strategic Design and Experience Design through Metadesign. Considered one discipline focused on Decision Making, Strategic Design has based on project culture, resulting in differentiation and Effects of Meaning, by the proposition of Product-Service Systems (PSS). Characterized as an instrument of Strategic Design, Metadesign subsidizes the project culture through Concepts who promote interactions between users and products. In turn, Experience Design creates tools for these interactions occur. The problem of this study understand how Metadesign, focusing on Experience Design, promotes new interactions between an undergraduate degree of fashion and their prospects, in the state of Rio Grande do Sul. The research methodology includes a theory and practical investigation through action-research and a proposition of workshop. Therefore, the author studies the UNISINOS undergraduate degree of fashion because their focus on Strategic Design. The context of research considers the approach between fashion and Design in higher education and the increased supply of fashion courses and the lack of differentiation of them, in the state of Rio Grande do Sul. As a result, Strategic Design aligns to Experience Design, through the Effects of Meanings and the triad of user, product and market. Likewise, this dissertation proposes Concepts of Product-Service System to differentiate the course of UNISINOS from the others.
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Concern profile e o desenvolvimento de sistema produto serviço em projetos de gastronomiaHirano, Clarissa Brinckmann Oliveira 08 July 2015 (has links)
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Previous issue date: 2015-07-08 / PROSUP - Programa de Suporte à Pós-Gradução de Instituições de Ensino Particulares / Este estudo explora de que forma a análise dos concerns (disposições, padrões que as pessoas trazem para o processo emocional sobre um determinado estímulo) dos usuários de bistrô pode contribuir para o desenvolvimento de um sistema produto serviço que tenha o objetivo de estimular uma experiência positiva entre os usuários. Sua base encontra-se, além do design estratégico, no design para experiência e no design emocional. Primeiramente foi feita uma revisão teórica das abordagens que permeiam o tema e aprofundado o estudo na Teoria dos Appraisals que é a abordagem que fornece amparo para o estudo dos concerns dos usuários. A teoria dos Appraisals é oriunda da psicologia cognitiva e propõe a compreensão da relação emocional das pessoas com os elementos projetáveis. Objetivou-se compreender como a construção de um concern profile ( que é uma forma de organizar a análise e a compreensão dos concerns dos usuários sobre determinado estímulo) pode contribuir para o design de sistema produto serviço com foco em estimular experiências positivas entre os usuários. Como objetivos específicos buscou-se compreender os concerns dos usuários de bistrôs em relação ao produto e avaliar a contribuição da análise dos concerns para o desenvolvimento de um sistema produto serviço. A investigação foi conduzida através de duas etapas de coleta de dados: na primeira, foram feitas entrevistas em profundidade com usuários de bistrôs com o objetivo de compreender, analisar e confeccionar um concern profile. Passo seguinte, a segunda etapa de coleta, foi a proposta de um grupo focal para discutir a utilização do concern profile em projetos de bistrôs e sua relevância para a oferta de um sistema produto serviço. Como resultados foram avaliadas as demandas dos usuários e feitas conexões com possíveis diretrizes de projetos que estimulassem experiências positivas nos usuários. Estas conexões foram discutidas no grupo focal e como resultado foi possível diagnosticar que as tipologias de concerns influenciam nos desdobramentos de diretrizes de projeto e que o potencial de utilização do concern profile pode ser influenciado pela natureza da equipe de projeto. / This study explores how the concerns (predispositions and patterns that people bring to an emotional process over a given stimulus) analyzes of Bistro users could contribute to the development of a product service system that has the goal of providing a positive experience to users. The basis for the study would be found, other than in the strategic design field itself, in the experience design and in the emotional design fields. First, a theory review over the approaches that underline the subject would be done, followed by a deeper study of the Appraisals Theory, which provides the ground for the users concern analysis. The appraisals theory was originated on cognitive psychology and proposes the understanding of people’s emotional relationship with the projected elements. The objective of the study aimed to understand how a construction of a concern profile (which is a way to organize to catalog and understanding of the users’ concerns over a given stimulus) could contribute to the design of product service system with the focus of stimulating positive experiences amongst the users. The investigation data was collected in two-steps: in the first one, in-depth interviews were conducted with Bistro consumers with the purpose of understand, analyze and prepare the concern profile. The second step of the data collection was a discussion with a focus group on the utilization of the concern profile in a Bistro concept project and its relevance to a product service system offer. The discussion of the results included the evaluation of consumers’ demands and the connections with possible paths to projects that would stimulate positive consumer experiences. These connections were then discussed in the focus group and the results provided a diagnosis that the typologies of the concerns have influence on the developments of the project guidelines and that the potential of the concern profile could be influenced by the diversity of the project team.
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Processos de criação de interfaces digitais: o usuário como protagonistaBrandão, Camila Calixto Rocca 25 October 2013 (has links)
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Previous issue date: 2013-10-25 / Conselho Nacional de Desenvolvimento Científico e Tecnológico / On the communication field, specifically on the studies about the creative processes of
websites interfaces, the departments of account planning and information architecture/user
experience design are responsible for the concept idealization and strategy for the creation and
development of the digital interface. During the creative process, one of the most relevant
factors is the focus on the user. Especially for sites that are part of advertising communication
campaigns, driven to the relationship between brands and their consumers, which final
objective is to build loyalty and generate the consumption of brands products and services on
the long term. The mapping of users behavior, habits and needs that represent an interface s
target, are basis for the tools and functionalities that the site will offer. A deeper and more
complete mapping drives a more efficient and richer experience for the interface user. Under
this purpose, planning methodologies are used together with user experience design
techniques such as user tests and projective techniques, such as the creation of personas
personas are fictitious characters created to represent the different real users profiles that are
part of the target, defined in demographic, attitudinal and/or behavioral aspects, who will use
a site. Having this context in mind, this study aims to analyze the planning process during
websites creation, with focus on users mapping and understanding, reflecting on the
available methodologies and projective techniques, above all the personas technique, and the
impact of using those techniques in the creative process. Therefore, as methodological basis
for this study we have done documental and bibliographical researches, and a descriptive
presentation of a real case study, for illustrating digital interfaces creative process. The
corpus of this study is the planning process for the creation of the new Brazilian Nestlé s
website. Analysis period: August/2010 to June/2013. There were used as theoretical
foundation concepts of mass communication, culture and consumption, advertising
communication and hybrid advertising from Martin-Barbero, Bauman, Fontenelle, Wolf,
Pinheiro, Carrascoza, Covaleski; of cyberspace and network creation processes from Castells,
Lévy, Manovich, Morin, Deleuze and Guattari, Santaella, Leão, Salles, Lemos; and concepts
of information architecture andu ser experience design from Kruger, Cooper, Moggridge,
Mulder, Adlin. This study may contribute for the development of planning process typology
for the creation of users centered websites, resulting on the development of interfaces
capable to deliver an intuitive, interactive and efficient experience to different types of users / No campo da comunicação, especificamente nos estudos sobre os processos de criação de
interfaces para sites, as áreas de planejamento estratégico e arquitetura de informação/user
experience design são responsáveis pela idealização do conceito e estratégia para a criação e
desenvolvimento da interface digital. Durante o processo criativo, um dos fatores de maior
relevância é o foco no usuário. Sobretudo para sites que pertencem à comunicação publicitária
voltada para o relacionamento das marcas com seus consumidores, cujo objetivo final é
fidelizar consumidores e gerar consumo dos produtos e serviços da marca no longo prazo. A
partir do mapeamento de comportamento, hábitos e necessidades dos usuários que
representam o público-alvo de tal interface, são criadas as ferramentas e funcionalidades que
o site oferecerá. Quanto mais profunda e completa for essa etapa de mapeamento, mais rica e
efetiva será a experiência proporcionada ao usuário pela interface. Para isso, utilizam-se
metodologias de planejamento aliadas a técnicas de desenho da experiência do usuário
(conhecida como user experience design) com testes com usuários e técnicas projetivas,
dentre as quais, destaca-se a de criação de personas personas são personagens fictícios
criados para representar os diferentes tipos de usuários reais, que compõem determinado
público-alvo definido em seus aspectos demográficos, de atitudes e/ou comportamento, que
deverão utilizar um site. Nesse contexto, o presente estudo possui o objetivo de analisar o
processo de planejamento durante a criação de sites, com foco no mapeamento e
entendimento dos usuários, refletindo sobre as metodologias e técnicas projetivas existentes,
sobretudo a técnica de criação de personas, e sobre qual o impacto da utilização dessas
técnicas no processo criativo. Para tanto, como base metodológica desse estudo, foram
realizadas pesquisas documentais, bibliográficas e apresentação descritiva de um estudo de
caso real de mercado, a fim de ilustrar um processo criativo de interfaces digitais. O corpus do
presente estudo é o processo de planejamento para a criação o novo portal brasileiro da marca
Nestlé na internet. Período de análise: Agosto/2010 a Junho/2013. Foram utilizados como
parte da fundamentação teórica conceitos de comunicação, cultura e consumo, comunicação
publicitária e publicidade híbrida de Martin-Barbero, Bauman, Fontenelle, Wolf, Pinheiro,
Carrascoza, Covaleski; de ciberespaço e processos de criação em rede de Castells, Lévy,
Manovich, Morin, Deleuze e Guattari, Santaella, Leão, Salles; e conceitos de arquitetura de
informação e user experience design de Kruger, Cooper, Moggridge, Mulder, Adlin. Esperase
que este estudo contribua para o desenvolvimento de uma tipologia de processo de
planejamento para criação de sites com foco nos usuários, resultando no desenvolvimento de
interfaces que proporcionem aos diferentes tipos de usuários uma experiência intuitiva,
interativa e eficiente
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A Norm Creative Perspective : Understanding users through norm creative theoriesKarlsson, Stefan January 2018 (has links)
There is a saying that we should not attempt to fix what is not broken, but we cannot afford to stick tothat mindset if we want to be able to design products and services that matter to the user. We shouldbroaden our views, explore new things and see what we can learn from them and use that knowledge toexpand on our existing methods. In recent years there have been a lot of work regarding how normsinfluence us to act and feel in certain ways, what if the knowledge behind norms could be utilized withindesign? To answer this question a study was conducted where two so called norm creative methodswere tested in a series of focus groups to see what potential the methods held in regard to improvingexisting methods or serve as basis for the creation new methods within user research.
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Mobile application onboarding processes effect on user attitude towards continued use of applications / Mobil applikationers onboarding processers effekt på användarattityd mot fortsatt användning av applikationerEriksson, Hanna, Parflo, Emelie January 2019 (has links)
The growing popularity of smartphones in recent years has led to an increase in mobile application development and use. However, a large number of mobile applications are only used once before being removed. For companies and organizations to spend time and money on application development only to achieve low user retention rates is unsustainable. During their first interaction with a mobile application it is crucial that users find functionality and value quickly to avoid discontinuation of use. User onboarding is often implemented in mobile applications to aid in first time interaction, making onboarding processes subject of investigation for effect on user attitude towards continued use of mobile applications. The study examined mobile onboarding processes and their effect on user attitude towards continued use of applications as well as the difference between onboarding processes effect on user attitude towards continued use of applications. The study was conducted within-subjects through a survey consisting of interaction with two prototypes with different onboarding processes and a questionnaire based on the technology acceptance model in order to investigate the variables of interest. The results of the survey were analyzed to measure the effects of the onboarding processes on the factors of the technology acceptance model and to investigate the differences between the onboarding processes. The results showed that user onboarding has a positive influence on perceived usefulness, attitude towards use and intention to use. There was no significant difference between the different types of onboarding patterns effect on attitude towards continued use. The positive effects on attitude and intention to use confirmed that implementing onboarding processes in mobile applications could be beneficial for value proposition and user retention. The perceived usefulness proved to be the determining factor on attitude and intention to use.
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