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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.
81

User experience design for children in foster care : Considerations and guidelines / UX design för placerade ungdomar : Designöverväganden och riktlinjer

Farhanieh, Iman January 2018 (has links)
Studies have shown that foster children encounter many problems in everyday life. Three of these major problems are access to information, communication and integration. Studies have also shown that digital services such as mobile application can assist this particular type of user with their needs. However, when designing such a service, it is important that the right user experience design process which is suitable for the user will be implemented. For this reason, the goal of this study is to answer the following questions: “Which UX design guidelines are considered more efficient when designing a digital service, especially eHealth services, aimed for adolescent foster children?” In general, this study aims to identify which factors inside user experience design will lead to a more efficient experience for adolescent foster children from the age of 15 to 18. In order to accomplish this, the user centered design and design science research methodology were adopted for this study. Other methods such as literature study, interviews, usability test and heuristic evaluation test were also conducted. Furthermore, to evaluate the identified design guidelines, a mobile prototype which included the design guidelines were created. Based on the results from the usability test and heuristic evaluation test, it can be argued that the design features that would benefit adolescent foster children in a digital service are social features, accessing the right information at the right time, rewards and challenges. Other design features such positive color palates, clear navigation features and minimum use of instructional text should also be used. More importantly, when it came to understanding the needs of the focus group and the context specifics surrounding them, it was realized that designers should create trust with the user, including experts in the area, identifying ethical issues and the exact limitations that the focus group faces. It should be noted that at the beginning of this study, the main plan was to test the concept on actual foster children. Unfortunately, due to certain circumstances, this was not possible. Instead, a usability test and heuristic evaluation test for the prototype was conducted with participants that were experts in the areas related to this study.
82

Content first? : En studie av vilken roll publiceringsmässigt innehåll spelar i den digitala designprocessen / Content First? : A Study of What Part Real Content Plays in the Digital Design Process

Josborg, Louise January 2019 (has links)
Det är innehållet som användarna är ute efter när de besöker en webbplats eller använder en digital tjänst. Med innehåll menas text, bilder, videofiler eller ljudfiler som publiceras i en digital artefakt, till exempel en webbplats eller en digital tjänst. Innehållets kvalitet kan kopplas direkt till både känslan av måluppfyllnad för användare och till intäkter eller annan måluppfyllnad för ägaren av en digital artefakt. Innehållet ställer krav på den digitala designen. Om det till exempel ska publiceras långa texter och bilder av låg kvalitet eller om det ska publiceras bildmaterial av hög kvalitet tillsammans med korta texter i en färdig digital artefakt, så krävs olika designlösningar för att presentera innehållet för användaren på ett effektivt och attraktivt sätt. Designlösningarna skapas av designteam i digitala utvecklingsprojekt. Denna kandidatuppsatsstudie undersöker och behandlar de problem avseende innehållsarbetet som designteamen som deltagit i studien uppfattar i digitala utvecklingsprojekt. Det primära syftet är att identifiera och beskriva problemen. Det sekundära syftet är att lägga grund för diskussion om lösningar på problemen. De två metoder som har använts för insamlingen av empiriska data i studien är fokusgrupper och en personlig intervju. De viktigaste slutsatserna från denna studie är att alla respondenterna uppfattar att det finns ett flertal problem som kan kopplas till innehållsarbetet i digitala utvecklingsprojekt, och att dessa problem exempelvis orsakar förseningar av digitala artefakters lansering, svårigheter att hålla budgeten och missnöjdhet hos digitalbyråernas kundföretag. Problemen som uppfattas av respondenterna i studien kan delas in i tre problemområden. Det första problemområdet är kompetens inom innehållsarbete. Både kundföretag och digitalbyråerna saknar ofta kompetens avseende innehållsstrategi och innehållsproduktion, vilket medför att det är svårt att uppnå hög kvalitet i innehållsarbetet. Det andra problemområdet är involvering av innehållsarbete i digitala utvecklingsprojekt. Innehållsarbetet drivs ofta som ett eget projekt vid sidan om det digitala utvecklingsprojektet och inte som en del av dem. Dessutom är kommunikationen mellan de två projekten ofta bristfällig. Det tredje problemområdet är budget för innehållsarbete. Det saknas ofta estimerade arbetstimmar för innehållsarbetet i offerter och de syns inte tydligt i projektplaner, vilket innebär att innehållsarbetet ofta dyker upp som oväntad kostnad för kundföretag när det digitala utvecklingsprojektet redan startat.
83

Digital freedom in physical form : Developing a flexible model for representation of product series

Björklund, Andreas, Agermo, Erik January 2017 (has links)
This master thesis from Industrial Design Engineering, Product Design, at Luleå University ofTechnology, has been formulated and assigned by Polardörren AB. Today’s manufacturing companiesoften display their products by using sample products in physical stores. Polardörren AB is a doormanufacturing company located in northern Sweden and have a wish to be experienced as a creativeand flexible company. Competitors to Polardörren AB have started using digital software to let theircustomers experiment with the composition of their products. This provides huge possibilities inrepresentation, however, digital is not always better. Digital representations mean a complete lackof feeling for material or quality. Ideally you would be able to combine the freedom of the digitalworld with the feeling of the physical world, and this is where our model fits in perfectly. We havedeveloped a prototype that, with the use of modularity, can represent many of Polardörren AB’sproducts in an effective and compressed way. By using the same type of material as the companyuse in their regular products, we present the user with a similar feeling as from the real products.Neodymium magnets lets a consumer, in an easy way, create and explore custom-made designsbased on their personal needs and wishes. By involving the end-user in the design process, webelieve that the number of purchases of the company’s products, and the general opinion towardsthe company, will increase. This could lead to increased revenue for both resellers and manufacturer.During the development process of this prototype, areas such as industrial design, semiotics, userexperience and usability has been explored. Methods used in this project ranges from brainstormingand brainwriting to computer modelling and CNC-milling. If this prototype would replace one ofthe existing product samples at the reseller today, the cost for representation would be estimated togo down to one third of the cost today. By using material that the company already have in theirproduction today, we make a minimal impact on the environment by preventing excess deliveriesfrom new distributers.
84

Interfaces gráficas digitais em ambientes virtuais de aprendizagem: a usabilidade e experiência do usuário como fatores de melhoria no processo de ensino e aprendizagem

Mota, Darwin Rodrigues 30 November 2012 (has links)
Made available in DSpace on 2016-04-29T14:23:16Z (GMT). No. of bitstreams: 1 dissertacao_darwinmota_14012013.pdf: 8326873 bytes, checksum: 065c913e80a2f12aceeb364da1552196 (MD5) Previous issue date: 2012-11-30 / This thesis aims to examine the structural concepts used to develop virtual learning environments, and link them to the Design field specifically concerning Usability and User Experience Design, in order to provide relevant information referring to the improvement of distance learning/education. The analysis of structural concepts comprehended in this thesis leads to questions previously tackled by theoreticians, especially Maria Elizabeth Bianconcini de Almeida and Andréa Filatro - whose works analyze the development of virtual learning environments -, and Jennifer Preece's et al, Jesse James Garret's, Jakob Nielsen's e Walter Cybis' works about the designing process, in other words, the project of interfaces that may allow providing effective information in the context of virtual learning environments. Product's quality and satisfactory yield are aspects co-related to the ease in using an equipment or program, and to the possibility of doing whatever the user's know how to do. Taking into account the expected results, the research was divided into three parts: a) graphic interfaces in which the historical context of user's graphic interface evolution is described -; b) usability and user experience design which will provide us with the methods and concepts used to analyze the interaction between user and informational system; c) and virtual learning environment which deals with the use of the mentioned tool for distance learning, and points out the interferences the instructional design and the interface design may cause during the conception process / Esta dissertação tem como objetivo examinar os conceitos projetuais utilizados no desenvolvimento de ambientes virtuais de aprendizagem e relacionálos com o campo de estudo do Design, no que se refere a Usabilidade e Design da Experiência do Usuário, com o intuito de fornecer informações relevantes para o aprimoramento do processo ensino/aprendizagem por meio da modalidade de educação a distância. O exame dos conceitos projetuais relacionados no trabalho permite o levantamento de questões já discutidas por estudiosos, especialmente Maria Elizabeth Bianconcini de Almeida e Andréa Filatro, cuja a atenção está voltada para a produção de ambientes virtuais de aprendizagem, e os estudos de Jennifer Preece, Yvonne Rogers, Helen Sharp, Jesse James Garret, Jakob Nielsen e Walter Cybis, nas referências ao processo de design, ou seja, no projeto de interfaces que possibilite informação efetiva no contexto dos ambientes virtuais de aprendizagem. A qualidade daquilo que é produzido e o rendimento satisfatório são aspectos correlacionados à facilidade com a qual um equipamento ou programa pode ser usado e ao poder de fazer o que a própria experiência do usuário torna possível. Para alcançar os resultados esperados, a pesquisa se dividiu em três vertentes: a) interfaces gráficas, onde aponta-se o contexto histórico da evolução da interface gráfica do usuário; b) usabilidade e design da experiência do usuário, por meio do qual compreendemos os métodos e conceitos utilizados para analisar a interação entre usuário-sistema de informação; c) ambientes virtuais de aprendizagem, os quais trazem não só um enfoque acerca da utilização de tal recurso para a modalidade de educação a distância, mas também apontam as interferências do design instrucional e design de interface em seu processo de concepção
85

Besöksnäringens arbete med upplevelsedesign och sociala medier i Stockholms skärgård : En studie kring den digitala besökarens inverkan på besöksnäringen i Stockholms skärgård

Löthén, Iris, Runebrand, Hanna January 2018 (has links)
Today, visitors use social media before, during and after travels to share, create and discuss content with others. This means that the visitor industry needs to profile themselves on social media to communicate their services toward their visitors. Parallel to this development, a creative tourist class has been emerging. This group demands new experiences that differs from a previous more conventional tourism, which is spreading among the public and is marketed more often on social media. This study analyze how the visitor industry experience the digital visitor and the new creative tourist class in Stockholm Archipelago. The result of the study shows that social media is a tool, which allows the people working in the visitor industry to multitask because they can bring it anywhere. Due to the digital visitors high interactivity online, the visitor industry are being challenged on both resources and knowledge. It is also shows that it makes it possible for smaller businesses to market themselves globally and easily reach their target group in a profitable way.
86

Heuristisk Utvärdering av Virtual Reality-Spel / Heuristic Evaluation of Virtual Reality Games

Tjärnberg, Wilmer January 2019 (has links)
Detta arbete undersöker hur User Experience Design-utvärderingsmetoden heuristisk utvärdering kunde anpassas till utvärderingen av TV-spel inom kontexten av immersive Virtual Reality. Rapporten börjar med att redogöra för TV-spel, Virtual Reality och User Experience som fält, med särskild fokus på utvärderingsmetoder. En genomgång av tidigare, relevant litteratur och utförandet av heuristiska utvärderingar ledde till skapandet av en lista med heuristiker utformade för immersive Virtual Reality-spel. En manual med riktlinjer för utförandet av utvärderingar inom en Virtual Reality-kontext skapades också. Både heuristikerna och manualen validerades och reviderades utefter resultaten av de heuristiska utvärderingar som utfördes under arbetets gång. Resultaten visade på att heuristisk utvärdering går att använda inom en VR-spelskontext, men att det kräver vissa modifikationer. Detta har implikationer för användandet av andra utvärderingsmetoder i samma kontext.
87

Humanização em salas de exames de ressonância magnética com enfoque no design para experiência / Humanization in MRI exams rooms with a focus on experience design

Dallarosa, Fernanda Bertoni January 2015 (has links)
Esta pesquisa aborda o ambiente da sala de exames de Ressonância Magnética (RM), um dos principais exames de diagnóstico médico por imagem. A partir de um estudo de caso, usuários internos (funcionários) e usuários externos (pacientes) de um Estabelecimento Assistencial de Saúde (EAS) expressaram suas percepções acerca da experiência com o referido exame por meio de entrevista e questionários formulados com o apoio da avaliação pós-ocupação (APO). Observou-se que as mulheres são as principais desistentes na realização dos exames, alegando claustrofobia. Também foi observado que o próprio aparelho de RM causa emoções contraditórias nos pacientes, ora despertando medo, ora, satisfação. Fica claro que o ambiente é fator de influência das emoções e que os dados coletados nessa pesquisa serão norteadores para projetos futuros, como, por exemplo, uma proposta de design do ambiente de exames com foco na humanização e com intenções de melhorar a experiência dos examinados com o procedimento. / This research addresses the MRI examination room environment (MRI), which is considered one of the main medical imaging tests. Using a case study methodology, both internal users (employees) and external users (patients) were interviewed and were asked to express their perceptions regarding the experience with the procedure. The interview and questionnaires were based on the framework of postoccupancy evaluation (POE). It was observed that women are the main dropouts in MRI scans, claiming claustrophobia. It was also observed that the scanner itself is likely to evoke mixed emotions in patients, sometimes arousing fear and sometimes arousing satisfaction. This study makes it clear that the environment is a key factor in shaping emotions and that the data collected in this survey will serve as a guide for future projects, such as a proposal for design focusing on environmental humanization that aims at improving the experience with this medical procedure.
88

Humanização em salas de exames de ressonância magnética com enfoque no design para experiência / Humanization in MRI exams rooms with a focus on experience design

Dallarosa, Fernanda Bertoni January 2015 (has links)
Esta pesquisa aborda o ambiente da sala de exames de Ressonância Magnética (RM), um dos principais exames de diagnóstico médico por imagem. A partir de um estudo de caso, usuários internos (funcionários) e usuários externos (pacientes) de um Estabelecimento Assistencial de Saúde (EAS) expressaram suas percepções acerca da experiência com o referido exame por meio de entrevista e questionários formulados com o apoio da avaliação pós-ocupação (APO). Observou-se que as mulheres são as principais desistentes na realização dos exames, alegando claustrofobia. Também foi observado que o próprio aparelho de RM causa emoções contraditórias nos pacientes, ora despertando medo, ora, satisfação. Fica claro que o ambiente é fator de influência das emoções e que os dados coletados nessa pesquisa serão norteadores para projetos futuros, como, por exemplo, uma proposta de design do ambiente de exames com foco na humanização e com intenções de melhorar a experiência dos examinados com o procedimento. / This research addresses the MRI examination room environment (MRI), which is considered one of the main medical imaging tests. Using a case study methodology, both internal users (employees) and external users (patients) were interviewed and were asked to express their perceptions regarding the experience with the procedure. The interview and questionnaires were based on the framework of postoccupancy evaluation (POE). It was observed that women are the main dropouts in MRI scans, claiming claustrophobia. It was also observed that the scanner itself is likely to evoke mixed emotions in patients, sometimes arousing fear and sometimes arousing satisfaction. This study makes it clear that the environment is a key factor in shaping emotions and that the data collected in this survey will serve as a guide for future projects, such as a proposal for design focusing on environmental humanization that aims at improving the experience with this medical procedure.
89

Humanização em salas de exames de ressonância magnética com enfoque no design para experiência / Humanization in MRI exams rooms with a focus on experience design

Dallarosa, Fernanda Bertoni January 2015 (has links)
Esta pesquisa aborda o ambiente da sala de exames de Ressonância Magnética (RM), um dos principais exames de diagnóstico médico por imagem. A partir de um estudo de caso, usuários internos (funcionários) e usuários externos (pacientes) de um Estabelecimento Assistencial de Saúde (EAS) expressaram suas percepções acerca da experiência com o referido exame por meio de entrevista e questionários formulados com o apoio da avaliação pós-ocupação (APO). Observou-se que as mulheres são as principais desistentes na realização dos exames, alegando claustrofobia. Também foi observado que o próprio aparelho de RM causa emoções contraditórias nos pacientes, ora despertando medo, ora, satisfação. Fica claro que o ambiente é fator de influência das emoções e que os dados coletados nessa pesquisa serão norteadores para projetos futuros, como, por exemplo, uma proposta de design do ambiente de exames com foco na humanização e com intenções de melhorar a experiência dos examinados com o procedimento. / This research addresses the MRI examination room environment (MRI), which is considered one of the main medical imaging tests. Using a case study methodology, both internal users (employees) and external users (patients) were interviewed and were asked to express their perceptions regarding the experience with the procedure. The interview and questionnaires were based on the framework of postoccupancy evaluation (POE). It was observed that women are the main dropouts in MRI scans, claiming claustrophobia. It was also observed that the scanner itself is likely to evoke mixed emotions in patients, sometimes arousing fear and sometimes arousing satisfaction. This study makes it clear that the environment is a key factor in shaping emotions and that the data collected in this survey will serve as a guide for future projects, such as a proposal for design focusing on environmental humanization that aims at improving the experience with this medical procedure.
90

Design para a experiência e as tecnologias de informação e comunicação / Experience design and the information and communication technologies

Nilton César Nardelli 16 October 2007 (has links)
Esta pesquisa tem como tema de estudo as relações interpessoais no cotidiano e o uso das tecnologias de informação e comunicação no fomento de experiências. Seu objetivo é desenvolver um quadro teórico em torno de uma área do design intitulada de design para a experiência. Para tal, a metodologia da pesquisa fundamenta-se na seleção de propostas de design que exploram questões ligadas ao comportamento no espaço doméstico e às tecnologias de informação e comunicação. Em seguida é realizada uma análise qualitativa dessas propostas a partir de alguns critérios também desenvolvidos pela pesquisa. / This research studies the daily interpersonal relations and the information and communication technologies usage to stimulate experiences. The goal is to develop the theoretical references around a design area identified as experience design. In order to achieve that the research methodology is based on the analysis of some design proposals, which explores issues related to the peoples behavior inside the domestic environment and to the information and communication technologies. These proposals are investigated according to principles also developed during the research.

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