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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.
41

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

Panchev, Aleksandar January 2020 (has links)
No description available.
42

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>
43

Mody : a smart commuting experience

Wang, Nan January 2020 (has links)
Due to the current urbanization trend, people are spending more time than ever on their daily commute. However, commuting in megacities often results in irritating scenarios. Especially when using public transportation. This project tried to provide an alternative way of commuting that would allow people to refresh themselves during the journey and prepare for their activities in the best way possible. Rather than looking at the commute as a transition from A to B, this project tried to envision different scenarios of daily life and implement smart solutions that would enhance the experience through seamlessly integrated technologies—based on the technological expertise from the sponsor Huawei. In this concept, smart sensors combined with data collection would provide a tailored experience for the customer at different depth levels. The process includes brand research and topic selection to set up the design goal. Basing on the valuable material got from the first step, the design moved to the next step and tried to find the solution for the thesis topic. This is processed by gathering information from the website, brainstorming the ideation. Then the author built up the prototype by sketching, rendering, and 3D modeling. The user experience got developed basing on the robust design. The author started with user research and analyzed and set up personas. The result is an interior design concept with a particular focus on its interaction and user experience. The seating position supports the user experience by changing in harmony with individual preferences and time of the day. Three unique travel modes provide different levels of control over the overall experience based upon the user's request and their trust in the smart system.
44

PLANTO: AN ANIMISTIC PLANTER SYSTEM DESIGN FOR IMPROVING THE WORKING FROM HOME EXPERIENCE

Pengyu Ren (12888899) 17 June 2022 (has links)
<p>This thesis project aims to create an animistic system for remote workers to promote a healthier work style and more interactions between remote workers and their colleagues. The Covid-19 pandemic since 2020 resulted in a significant increase in employees who started to work remotely, and with that came the benefits and challenges. Working from home allows remote workers to work with higher productivity and a more flexible schedule and improves the work and life balance of the remote workers. However, major communication issues were reported due to asynchronous working pace and less in-person interaction, which became a significant challenge for remote working. Other remote working challenges include difficulties setting up a home office, health concerns such as sedentariness and hydropenia, higher worker self-discipline requirements, etc. In this thesis, I took the approach of animistic design, focused on the context of a home office environment, and created an interactive system, Planto, a planter and mobile application system designed to improve the work-from-home experience. This thesis presents the Planto system’s research and design process, including literature review, peer product review, user research, ideation, the iterative process of a mobile application design and a product design, and a heuristic evaluation to assess the quality of the design outcome. Planto system seamlessly integrates product design, animistic design, and IoT design. More importantly, it aims to facilitate the complicated work-from-home experience, and the medium is a simple planter.</p>
45

CLOSET GO: A DATA-DRIVEN DIGITAL CLOSET SYSTEM TO IMPROVE THE DRESSING EXPERIENCE

Weilun Huang (10716564) 06 May 2021 (has links)
<div> <div> <div> <p>This thesis aims to introduce a system design that supports the user experience of outfit selection, storage, and matching. Clothes are indispensable items in daily human life. Purchasing one's wardrobe has become more affordable. This has allowed people to focus on purchasing more fashionable clothes. Garment shopping has even become a type of social and leisure activity. With the development of internet technology, shopping methods have changed dramatically. However, these seemingly convenient shopping methods also bring unavoidable problems, such as an inability to understand apparel companies' different size standards and the challenge of seeing the details of materials. On the other side, while overemphasizing the convenience of the shopping process, online companies have ignored people's clothes-wearing experience that is the most enjoyable and valuable for customers. This paper introduces an IoT (Internet of Things) design: "Closet Go" including a mobile application and a clip-able camera. "Closet Go" aims to improve customers' daily outfit selection experience by digitalizing their closets and conducting data analysis of customized dressing habits. In this thesis, I present the entire design process: user research, Ideation, UI/UX design, product development, and evaluation. In the research section, potential users were recruited for interviews to discover the current problems in acquiring, selecting, and matching outfits in daily life. The design process section introduces the design development progress and results via user flow, experience map, prototype, and user interface. Finally, the thesis concludes with a heuristics evaluation section that tests the design's usability and experience to refine the project. </p> </div> </div> </div>
46

Gamers with the Purpose of Language Resource Acquisition : Personas and Scenarios for the players of Language Resourcing Games-With-A-Purpose

Droutsas, Nikolaos January 2021 (has links)
Ethical, cheap, and scalable, purposeful games leverage player entertainment to incentivise contributors in language resourcing. However, discourse is scarce around the enjoyability of these games, whose playerbases are divided between a tiny minority of reliable contributors and a vast majority of inconsistent contributors. This study aims to deepen the discourse around design possibilities tailored to the unevenly contributing playerbases of such games by building on player-reported data to create three engaging personas and narrative scenarios. Using Pruitt and Grudin’s way of weighing feature suitability in persona-focused design, social incentives and majority voting are indicated as the most and least prominent features, respectively. Indeed, the weight of the primary persona, representing 3.5% of the playerbase, is 72%, more than double the combined weight, 56%, of the remaining 96.5% of the playerbase. Sticking to the original definition of purposeful games is essential for any gaming approach to crowdsourced data collection to remain ethical, cheap, and scalable.
47

Kognitiv kostnad av UIelement : Går det att sänkakognitiv kostnad av ettgränssnittselement somindikerar riktning? / Cognitive costs of UIelements: : Is it possible toreduce the cognitive cost ofa user interface elementthat indicates direction?

Söderberg, Sigrid, Orlov, Joacim January 2021 (has links)
Denna studie undersökte rimligheten av att applicera kognitiva teorier och interaktionsdesigns koncept på ett datorspelsgränsnitt med rollen av att hävda en riktning som en användare ska vända sig mot för att hitta sitt mål. För att skapa ett gränssnitt som gör detta valdes olika kognitiva teorier och interaktionsdesign koncept exempel på dessa är Cognitive workload theory” (Kosch, 2020) och Sökbarhet (ware, 2011, s 23-64). Ett gränssnitt skapades för ett FPS-spel där målet var att hitta och sikta mot olika objekt och gränssnittets roll var att hjälpa användaren att hitta dessa mål oavsett vart de var i förhållande till vart användaren tittade. En studie utfördes med två UXD-experter där experterna fick spela genom artefakten och intervjuades efter genomspelningen. Datan visar på att det finns starka bevis för att det går att skapa ett gränssnitt som med låg kognitiv kostnad pekar ut en riktning genom att följa kognitiva teorier och interaktionsdesign koncept. / <p>Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.</p>
48

Are You Experienced: A Speculative Experiment in UXD Testing Sites

Roll, Melanie Renee 03 May 2022 (has links)
No description available.
49

Designing the Digital Collecting and Managing of Inspirational Pictures and Associated Inspirations for Product Design Students

Zhang, Chaozheng January 2018 (has links)
No description available.
50

Food Stories: A Design Method for Understanding Meaning Through Identity, Emotion, and Experience

Aguilera Alderete, Paulina 30 October 2018 (has links)
No description available.

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