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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.
151

Enhancing Brand Experience Through UI Elements Aligned With Brand Values : An Investigation of the Interconnected Fields of User Experience and Brand Experience Within the Context of IKEA’s E-commerce Website

Balogh, Ráhel Anna, Kézy, Máté January 2023 (has links)
In today’s competitive landscape, shaping positive digital experiences with the brand is crucial for the company’s market success. The study aimed to investigate the interconnected relationship between User Experience (UX) and Brand Experience (BX) by exploring the potential for enhancing BX through the implementation of User Interface (UI) elements aligned with brand values within an e-commerce website. In this study, a two-phase quantitative experiment was employed, and four high-fidelity e-commerce web page prototypes were developed based on the Swedish multinational furniture retailer IKEA’s e-commerce website. In conclusion, this study establishes that the implementation of UI elements in line with brand values has the potential to enhance BX within the context of an e-commerce website. Through one of the prototypes, all dimensions of BX could be positively influenced. By emphasizing the interconnectedness between UX and BX, these findings contribute to our understanding of the critical role of UX design in shaping positive brand experiences online.
152

AI as a tool and its influence on the User Experience design process : A study on the usability of human-made vs more-than-human-made prototypes

Pop, Mira, Schricker, Max January 2023 (has links)
This research paper delves into the integration of artificial intelligence (AI) in the process of user experience (UX) design resulting in more-than-human-made designs. Specifically, the study focuses on the utilization of the text-to-image AI tool, Midjourney. The primary research questions addressed in this paper are twofold: 1) How do AI tools influence the current UX design process of a high-fidelity prototype? and 2) How do more-than-human-made high-fidelity prototypes compare with human-made high-fidelity prototypes in terms of UX? To answer these research questions, a two-method study design was employed. Firstly, two focus groups with in total of 8 designers as participants were formed, with one group utilizing Midjourney to investigate its influence on the design process and to compare the two groups regarding their workwise. The aim was to create two comparable prototypes within a specific e-commerce setting. Secondly, a between-subjects design user study with 32 participants was conducted to test the high-fidelity prototypes and to assess any potential disparities in UX quality between them. The findings regarding the first research question indicate that Midjourney primarily serves as an inspirational tool. Designers were able to harness the AI tool to generate dark mode images, with the final chosen dark mode exemplifying the impact of Midjourney. Additionally, designers attempted to utilize the tool for creating icons. Regarding the second research question, the user study revealed that, despite similar and comparable use cases, there were only minor significant differences in terms of UX quality. The overall scores in System Usability Scale (SUS) and User Experience Questionnaire Plus (UEQ+) did not exhibit any significant disparity. This study suggests that while Midjourney proves to be a useful tool within the design process, its current influence on designers' UX design process and the ultimate performance of the final prototype remains relatively modest. Further research and development may be required to enhance its impact in the field of UX design and the study design should be used to test other AI tools in comparable settings.
153

[pt] AUDIOVISUAL CONECTADO: DESIGN E MUDANÇAS DE PARADIGMAS / [en] CONNECTED AUDIOVISUAL: DESIGN AND PARADIGM CHANGES

BERNARDO GOMES ALEVATO 10 November 2020 (has links)
[pt] Esta pesquisa tem como tema as transformações do audiovisual sob o viés do design, a partir da digitalização dos suportes, conectividade e convergência das mídias. Esta digitalização trouxe uma série de mudanças na cadeia produtiva e na experiência audiovisual. A pesquisa busca elucidar, neste contexto de convergência de mídias, como são ressignificados os elementos de design. Partindo do pressuposto de que, na medida em que novos suportes elaboram novas condições e novos hábitos, os elementos de design são ressignificados em suas aplicações. A dissertação tem como objetivo compreender como os elementos do design se comportam em um novo cenário digital, aponta como as transformações tecnológicas afetam a experiência e analisa essas transformações no design, nas possibilidades de interatividade, no videografismo e na passagem para a tridimensionalidade. Apresenta, ainda, tendências da aplicação do design em vídeo sob demanda e em variações tecnológicas. Explora aspectos da narrativa não linear em suportes de imagens em movimento e apresenta um experimento em realidade virtual, realizado de forma colaborativa e interdisciplinar. Esta é uma pesquisa exploratória com abordagem qualitativa e alguns experimentos práticos que observam a aplicação do design nos diferentes meios. / [en] This research is about the transformations in audiovisual, under design s perspective, which are consequences from the digitalization of media, connectivity, and media convergence. The digitalization phenomenon has arisen a considerable number of transformations into productive chains as well as in audiovisual experience. This research tries to elucidate, in this context of media convergence, how design elements are reframed. Based on the assumption that new media may conduct to new conditions and new habits, the design elements are reframed and transformed by its applications in the audiovisual products. This dissertation aims to understand how design elements behave in a new digital audiovisual scenario, pointing out how technological transformations affect the experience, and analyzing these transformations into the design field, into possibilities of interaction, motion graphics and the transition to tridimensional. It also presents some trends of design applications into video on demand and new technological possibilities, exploring implications of using nonlinear narratives in moving image media. Also, this dissertation presents an experiment in virtual reality which was a result of a collaborative and interdisciplinary effort. This is an exploratory research based on quality approach and it presents some case studies related to design applications in various media.
154

Art Value Experience : An Immersive Procedural Content Generation Tool for Personal Visualization of Meaningful Numbers

Zhang, Yufei January 2022 (has links)
We present a Research through Design project that explores design opportunities and challenges of a personal visualization tool in artistic settings. The research process includes technical material exploration, an approach where state-of-the-art enabling techniques are examined to inspire artistic design decision-making. We propose three experiential qualities of such a tool: uniqueness, memorability, and aesthetics. They also serve as the heuristics throughout the design and evaluation process, aiming for meaningful user experience of personal visualization. Furthermore, we present how proceduralism democratizes user-generated content creation, how immersiveness improves the overall virtual experience, and how various computer graphics techniques are combined to improve the accessibility, learnability, and usability of the tool. / Vi presenterar en forskning genom ett designprojekt som utforskar möjligheter och utmaningar för ett personligt visualiseringsverktyg i konstnärliga scenarier. Forskningsprocessen inkluderar teknisk materialutforskning, ett tillvägagångssätt där state-of-the-art möjliggörande tekniker undersöks för att inspirera till beslutsfattande i konstnärlig design. Vi föreslår tre upplevelsemässiga egenskaper hos ett sådant verktyg: unikhet, minnesbarhet och estetik. Dessa egenskaper agerar även som heuristiken genom hela design- och utvärderingsprocessen, som syftar till en meningsfull användarupplevelse av personlig visualisering. Dessutom presenterar vi hur proceduralism demokratiserar användargenererat innehållsskapande, hur uppslukande förbättrar den övergripande virtuella upplevelsen och hur olika datorgrafiktekniker kan kombineras för att förbättra tillgängligheten, lärbarheten samt användbarheten av verktyget.
155

User Interface Design in Game Development : How does the game industry create user interface design?

Maeda Palm, Joakim January 2022 (has links)
The game development processes behind entertainment games are not well understood. While there are studies that report on user interface evaluation in game production, there are very few studies that report on user interface design. The purpose of study is to explore and learn more about the game industry perspective and their processes behind user interface design. A systematic literature review was performed on the Game developers Conference database, GDC Vault. The review uncovered 105 presentations that relate to UI Design. A thematic analysis was performed to explore the eight most relevant presentations to the research question. The analysis resulted in two themes. The first theme describes UI designers’ experience of interdisciplinary collaboration. The second theme describe two seemingly conflicting goals in the UI design process: aesthetics and usability. The study contributes to the field of game development research with some knowledge about how the game industry create UI design.
156

Creating a Wiki through User Experience design / Att skapa en wiki genom User Experience design

Nilsson, Anna, Hansen, Johanna January 2021 (has links)
With today’s exploding amount of websites and applications, a design has to meet the requirements of its users and be easy to use in order for a software product to stand out. User Experience design is a method, which has been developed to design products with a focus on the user. This thesis examines how User Experience design can be applied to the creation of a wiki in order to ease the acquisition of information. The research was done through a literature study and a case study, where a wiki about courses at KTH was designed and tested. Two versions of a prototype were created, based on feedback which was collected from potential users. A thematic analysis was done on the data and the selected themes were used to improve the product. The result was an overall positive response towards the prototype in the case study, which led to a conclusion that User Experience design can lead to an improvement of how wikis are created. The work can be continued by implementing the prototype or creating more wikis for a broader support of the conclusion. / Med dagens exploderande mängd websidor och applikationer krävs en design som möter användarnas krav och är lättanvänd för att en mjukvaruprodukt ska stå ut. Användarupplevelse design är en metod som tagits fram för att designa produkter med användaren i fokus. Detta arbete undersöker hur användarupplevelse design kan appliceras på skapandet av en wiki för att förenkla inhämtningen av information. Undersökningen gjordes med hjälp av en litteraturstudie och en fallstudie där en wiki kring kurser som ges på KTH designades och testades. Två versioner av en prototyp skapades utifrån feedback som samlats från potentiella användare. En tematisk analys utfördes på datan och de uttagna temana användes för att förbättra produkten. Resultatet var ett generellt positivt bemötande mot prototypen i fallstudien, vilket ledde till en slutsats att användarupplevelse design kan leda till en förbättring av hur wikis byggs. Arbetet kan fortsättas genom att implementera prototypen eller skapa fler wikis för ett bredare underlag.
157

Design and development of a graphical user interface for the monitoring process of an automated guided vehicle fleet

Paul, Johanna January 2020 (has links)
Many different autonomously driving mobile robots are used for industrial transports of materials or  oods in the context of internal logistic processes because of different use cases. The problem for the users that need to monitor the robots is that each manufacturer provides its own graphical user interface (GUI) wi th different operating modes and visual designs, which requires different trainings and constant swi tching between software. Therefore, this paper shows the design and development process of a graphical user interface in the form of a web application for the monitoring process of a fleet of automated guided vehicles from different manufacturers and answers the following question: "What are the main criteria when designing a graphical user interface with high usability for the monitoring process of manufacturer-independent automa ted guided vehicle f leets?” To answer the question, existing graphical user interfaces from different manufacturers were analyzed and interviews with developers and end-users of the GUIs were conducted. Requirements were then derived, on whose basis sketching, wireframing and high-fidelity prototyping have been performed. Usability testing and a heuristic evaluation were chosen to improve the application and its usability continually. As a result, the following six main criteria could be derived that summarize the most essential points to consider when designing such a GUI: administrabi lity, adaptiveness, observability, analyzability, robot and job awareness, and intervention. / Många olika autonomt körande mobila robotar används för industriell transport av material eller varor i samband med interna logistiska processer till följd av olika användningsfall. Problemet för de användare som behöver övervaka robotarna är att varje tillverkare tillhandahåller sitt eget grafiska användargränssnitt (GUI) med olika driftsätt och visuella utformningar, vilket kräver olika  utbildningar och ständig växling mellan mjukvara. Denna uppsats visar därför design- och utvecklingsprocessen för ett grafiskt användargränssnitt i form av en webbapplikation för övervakningsprocessen för en samling av automatiserade guidade fordon från olika tillverkare, och svarar på följande fråga: "Vilka är de viktigaste kriterierna vid utformningen av ett grafiskt användargränssnitt med hög användbarhet för övervakningsprocessen av automatiserade guidade  fordonsamlingar, oboeroande av tillverkare?” För att svara på frågan analyserades befintliga grafiska användargränssnitt från olika tillverkare, samt intervjuer med utvecklare och slutanvändare av GUI:erna utfördes. Krav härleddes sedan, baserat på vilka skisser, wireframing och hifi -prototyper som har utförts. Användbarhetstest och en heuristisk utvärdering valdes för att kontinuerligt förbättra applikationen och dess användbarhet. Som ett resultat kan följande sex huvudkriterier härledas, de sammanfattar de viktigaste punkterna att tänka på när man utformar ett sådant GUI: förmåga att administrera, anpassningsförmåga, observerbarhet, analyserbarhet, robot- och jobbmedvetenhet och intervention.
158

Using Haptics and Vibro-Tactile Technology to Assist Hard-of-Hearing Warehouse Employees

Mandke, Yashodhan Vikas 26 April 2018 (has links)
No description available.
159

Curio-Urbia: A curiosity exploration of hidden urban interactions

Nilsson, Therese January 2011 (has links)
Firstly, this research is a collaboration with Granny’s Dancing on the Table, a transmedia film project in which the public has the chance to affect a film script through different social media channels. Before the actual film release there will be different game-episodes released in connection to the film. I have mainly been in contact with the game company Ozma, a part of the ‘Granny team’ working on cross-media games for the project. This thesis is a side-project with the aim of exploring a more “hidden universe”, which can later be applied to the design process.Secondly, the research provides a broad picture of the dilemmas faced when applying cryptic design strategies in an urban environment. I explore a few design qualities, how they can enhance user experience and make the user curious about hidden artefacts found on the street or in a public environment. I approached the problem by placing experiments linked to one of Granny’s Dancing on the Tables’ social media channels, in the streets and institutions of the Möllan neighbourhood in Malmö, Sweden. I collected information from both field studies and the interaction design world, regarding the application of design qualities to an artefact. Moreover, I based the research on street art, human behaviour, the psychology of curiosity and visual perception within the field of (transmedia) experience design. Based on my findings from these experiments and interviews I have come up with a set of guidelines to use when applying “hiddenness” to an artefact or design concept.
160

Emotional Triggers - Experience design as an added value

Gran Hornsten, Anders, Holst, Jacob January 2006 (has links)
Arbetet har genomförts med målet att skapa ett mervärde för Sony Ericssons produkter, utan att fokusera på telefoner. Vi har undersökt hur man kan öka användarens band till en teknologisk produkt som man alltid bär med sig. Vi har, genom att anordna en workshop, studerat användare och deras attityd gällande personalisering av mobiltelefoner. Vidare har vi besökt Milano och Berlin, och studerat hur mobiltelefoner kommuniceras hos återförsäljare och hur de används, för att få ett globalt perspektiv. Studierna har resulterat i att vi funnit en brist i hur personliga teknologier svarar mot människors känslor. Vi har baserat på detta skapat ett koncept vi kallar Selectíf som innebär en serie riktlinjer, eller kriterier för att skapa tillbehör till mobiltelefoner. Dessa tillbehör skall ta större hänsyn till emotionella aspekter och fokusera mindre på att vara funktions orienterade. Selectíf-produkter sätter känslorna i främsta rummet och skapar därmed ett mervärde baserat på emotionella band. / We have in this thesis studied the area of emotive design as a way to create a stronger user experience. Functionality and features are still important to break new grounds and develop artifacts that can make our life easier, but the value of the product must beconsidered in a new way and communicated on new level, an emotional level.We have within the thesis, in collaboration with Sony Ericsson,investigated how emotions can be evoked by personal technologies.The human computer interaction is today so advanced that we might not always reflect over the impact the technology has on us. Our personal technology is getting more sophisticated which could allow stronger emotional bonds between the user and a device. What we have created is a concept for designing what we call emotional triggers.To find out what triggers users’ emotions towards technologyin order to create an added value, we have studied the relationshipbetween users and their mobile phones. These studies included a workshop where we aimed to find out how users perceive their mobile phone and also how willing they are to personalize it.Furthermore we conducted trend research in Berlin and Milan to see international differences in mobile usage and also tocompare it to other industries such as the fashion industry.The result is a concept we call Selectíf. The concept is a set of design criteria for designing add-ons that are made to illustratemore emotional values of a technical device. The concept is based on the notion of a series of add-ons and we have also createda first prototype, called Selectíf no1 based on the criteria.The prototype focuses less on technology and more on a user’s emotional needs and illuminates how personal technologies canbe designed to be more emotive and thereby create a stronger user experience.

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