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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

Designing from Within: Exploring Experience through Interactive Performance

Taylor, Robyn L Unknown Date
No description available.
2

Optimising the user experience design process for timeous systems development : a South African case study

Chawana, Trevor Ngonidzashe 30 October 2020 (has links)
User Experience (UX) design is the process of creating products that adequately meet users’ needs and result in user satisfaction. In the context of software development, the application of UX design practices has been linked to increased profitability in organisations. Despite the financial benefit organisations stand to gain by adopting UX design practices, previous studies have revealed a low rate of adoption. One key source of resistance to the adoption UX design practices is the perception that adding new steps to an organisation’s software development process would prolong delivery timelines unnecessarily. Such resistance is compounded by the fact that a high proportion of software development projects already exceed their planned durations. The question therefore arises on how the UX design process can be optimised so that it has the least amount of impact on the speed of delivering software. It is this very question that this study answers. In this study, the UX design processes from four case study organisations and six prominent international UX design approaches were reviewed and analysed. From these analyses, commonalities and optimisation opportunities were identified for each process, then synthesised into a proposed framework. This study’s contribution to the Human-Computer Interaction body of knowledge is the proposed Graduated UX Design Adoption (gUXa) framework. The Innovation Resistance Theory (IRT) was used to explain the ability of the gUXa framework to reduce the barrier to UX process adoption due to its potential to optimise the design process for timeous systems development. / Dissertation (MCom)--University of Pretoria, 2020. / Informatics / MCom / Unrestricted
3

Mobilité: Familiarity and New Experience in a mobile restaurant

KINNEY, ROBIN ELIZABETH 01 July 2003 (has links)
No description available.
4

Design Of Experience Sampling Tools For Reporting Student Experience In Design Education

Findik, Nur 01 September 2012 (has links) (PDF)
Considering the continuous design activities that are performed throughout the design projects, design students go through several stages of decision makings, and sometimes they experience problematic situations in between consecutive supervisory meetings. Revealing all experiences during the discussions with supervisors, thus communicating the ideas could be sometimes difficult. In order to provide a better guidance, it is also important for supervisors to understand students&rsquo / process in between these meetings. There are available tools used in the fields like education or health in order to monitor an individual&rsquo / s daily life in relation to the context (e.g. time, place, activity) and personal circumstances (e.g. emotions, feelings, ideas). These tools are developed based on experience sampling method (ESM), a research method focus on collecting self-reported data from participants in order to measure their daily life experiences, especially during a long period of time. Since the target group and experience has different characteristics for each context, design of experience sampling tools are also gaining importance to address these specific experience according to individuals&rsquo / needs and expectations. Aiming at assisting design students to do regular self-reporting on their experiences, this study presents a background research for designing experience sampling tools that would be used by students and supervisors to keep track of students&rsquo / experiences throughout design projects. In this sense, this study intends assisting students self-reporting activities, translate the main design requirements of experience sampling tools into the context of design projects, as well as revealing guidelines for the future implications of ESM tools in design education
5

The Dimensions Of Users&#039 / Fun Experiences With Consumer Products

Cila, Nazli 01 February 2008 (has links) (PDF)
User experience (UX) is a multi-dimensional user-product interaction involving positive and emotional usage. Fun experience is a component of UX which maintains distinctive dimensions. In this study these dimensions of the fun concept, namely the nature of the experience, the qualities of products that take place in the experience, and the emotional content of the fun experiences are investigated. The thesis is supported by arguments collected from the literature and the data from two empirical studies.
6

The experience of living with stroke and using technology: opportunities to engage and co-design with end users

Nasr, N., Leon, B., Mountain, Gail, Nijenhuis, S.M., Prange, G.B., Sale, P., Amirabdollahian, F. 16 April 2015 (has links)
No / Purpose: We drew on an interdisciplinary research design to examine stroke survivors’ experiences of living with stroke and with technology in order to provide technology developers with insight into values, thoughts and feelings of the potential users of a to-be-designed robotic technology for home-based rehabilitation of the hand and wrist. Method: Ten stroke survivors and their family carers were purposefully selected. On the first home visit, they were introduced to cultural probe. On the second visit, the content of the probe packs were used as prompt to conduct one-to-one interviews with them. The data generated was analysed using thematic analysis. A third home visit was conducted to evaluate the early prototype. Results: User requirements were categorised into their network of relationships, their attitude towards technology, their skills, their goals and motivations. The user requirements were used to envision the requirements of the system including providing feedback on performance, motivational aspects and usability of the system. Participants’ views on the system requirements were obtained during a participatory evaluation. Conclusion: This study showed that prior to the development of technology, it is important to engage with potential users to identify user requirements and subsequently envision system requirements based on users’ views.
7

Investigating teacher-student interaction problem using video conferencing tools and its’ effect on Students’ motivation in online education : A prototype for showing solution

Osatian, Peyman, Azimi, Mahsa January 2023 (has links)
The worldwide crisis, Covid-19 had a tremendous influence on education system. Many higher education systems forced to change into emergency online education while challenges and problems facing in online learning process affected not only students’ population but also lots of teachers. Video conferencing tools as a technology which help users to have virtual meetings need to be effective and user friendly to provide the learning process with the same quality as face-to-face education. The goal of this study is researching about one of the important problems in online learning process which is teachers-students interaction. The primary goal of this research is to find the pain points in students-teachers interaction and students’ motivation and our secondary goal is investigating the effects of this interaction on students’ motivation and providing a solution in video conferencing tools to solve this issue using a prototype. We are using mixed methodology which is including both quantitative and qualitative methodology. Collected data from existing studies and literature review, surveys, and interview are methods which are used. Based on our research questions and the methodology for collecting data the following are studied: 1. The pain points and challenges regarding teachers’ interaction and students’ motivation in online learning 2. The effects of students-teachers interaction in students’ motivation 3. The features in video conferencing tools which can improve this interaction. All the findings present in a prototype using Figma with the goal of improving user experience of video conferencing tools for online learning purpose and solve existing problems. This prototype presented to students and teachers to get their feedbacks through an interview. With the importance of online learning in the future education, more research is needed to explore other aspects which has effect on students’ motivation and presenting other solution or features or using another research methods will bring more value to this subject.
8

Dark Patterns in Swedish Ecommerce Websites

Neem Laahanen, William January 2021 (has links)
Dark patterns are a type of user experience technique and persuasive design where, with the help of knowledge about human behavior, a design has been created that enables users or customers to make disadvantageous decisions that you would not otherwise have made. One of the areas in which dark patterns have come to be used is ecommerce websites. This study aims to find out what type of dark patterns are used on Swedish shopping websites, how often they occur, and to gain an understanding of how people who work in the industry view the phenomenon. To do this, a taxonomy based on previous work in dark patterns has been developed. This taxonomy was used to manually analyze 96 of the largest Swedish e-commerce websites. The results showed that Hidden Costs, Low Stock Messages, Misdirections and Activity Messages were the most frequently occurring dark patterns on these websites. The interviews also showed that people working in the ecommerce industry are aware that dark patterns are used. However, they do not see it as a big problem that e-commerce websites try to influence the customer to make certain decisions as long as they do not directly use false information. With this report, we contribute insights into how, and to what extent, dark patterns are used in Swedish shopping websites and therefore also raise the awareness of coercive design and its effects. / Dark patterns är en typ av användarupplevelse och konverterande design där man med hjälp av psykologi och kunskap inom mänskligt beteende skapat en design som möjliggör att du tar ogynnsamma beslut som du annars inte hade tagit. Ett av de områden som dark patterns har kommit att användas på är e-handelshemsidor. Denna studie syftar till att ta reda på vilken typ av dark patterns som används på svenska shoppinghemsidor, hur ofta de förekommer, samt få en förståelse för hur människor som jobbar inom branschen ser på fenomenet. För att göra detta har en taxonomi baserat på tidigare arbeten inom dark patterns tagits fram. Denna taxonomi har sedan fått utgöra grunden för den manuella undersökning av de 96 största svenska e-handelshemsidorna som gjorts. Resultatet visade på att Hidden Costs, Low Stock Messages, Misdirections, och Activity Messages var de allra mest frekvent förekommande dark patterns på dessa hemsidor. Intervjuerna visade även på att folk inom branschen är medvetna om att dark patterns används och ser det inte som något stort problem att man på e-handelshemsidor försöker påverka kunden till att ta särskilda beslut, så länge man inte direkt använder sig av falska uppgifter. Med denna rapport bidrar vi med insikter hur dark patterns används inom Sverige på e-handelshemsidor och därmed också för att öka medvetenheten om tvingande design och effekterna av den.
9

Affordances and challenges when creating a digital experience for people using smart watches with the intent of purchasing groceries

Hedberg, Evelina January 2020 (has links)
New technology is revolutionizing the retail industry by providing new conditions and questioning the traditional way of shopping. Wearable devices have gained popularity lately and smartwatches are one of the most popular among them [12]. However, little research has been made in the area of creating experiences for grocery retail purchases using smartwatches, which is where this study aims to contribute. Through establishing what affordances and challenges there might be when creating a digital experience for people using smart watches with the intent of purchasing groceries. With the support from CompanyX, one of the leading companies with their core business in grocery retail, the study was built around Apple Watch users as the target group. An experience-centered design method was used to incorporate the end user at each stage of the design process. A high fidelity prototype was created based on the decoded material from the semi-structured interviews performed. The prototype was then evaluated in a remote setup using both in-depth test sessions and a broader evaluation questionnaire. The results showed that the prototype proposed added value for the user by providing an experience that would encourage a more structured and inspirational way of purchasing groceries. The attitude towards the prototype was positive. However, further improvements are suggested and discussed aiming to suit the limited interaction options of a smartwatch, better. The study provides insights in what the attitude looks towards different types of functionalities aiming to create an enhanced grocery shopping experience among Apple Watch users. / Nya tekniska förutsättningar revolutionerar handelsmarknaden genom nya förutsättningar som ifrågasätter traditionellt sätt att handla på. Teknologier som Wearables har under de senaste åren blivit mycket populära där de vristburna enheterna är de som står ut särskilt i popularitet. Dock har lite studier gjorts på hur man med hjälp av Wearables skulle kunna skapa en upplevelse ämnad att underlätta shoppingupplevelsen hos personer som handlar matvaror. Vad öppnar en smartklocka upp för förutsättningar och vad finns det för utmaningar att skapa en upplevelse med hjälp av en smartklocka? Med stöd från CompanyX, en av Sveriges ledande företag inom dagligvaruhandel, byggdes studien kring Apple Watch-användare. Användaren var central genom hela studien då den var byggt runt användarbeteenden och användarupplevelser. En prototyp skapades baserat på de resultat som fastställdes kring användandet, samt testad på slutanvändarna. Resultaten visade att prototypen skapade värde för användaren då den uppmuntrade till ett mer strukturerat samt inspirerande sätt att handla matvaror på. Prototypen togs emot positivt men skulle gynnas av ytterligare förbättringar och design iterationer främst kring smartklockans begränsade interaktionsmöjligheter. Studien bidrar med insikter kring hur attityden ser ut kring skapandet av en användarupplevelse för matvaruhandel i en smartklocka hos Apple Watch användare.
10

Niches of Activity and Reprieve: An Architectural Induction in Service of Environmental Presence

Collins, Joshua 25 November 2011 (has links)
Design is the meeting of the processes that one employs and the intentions that one brings. Exploring an inductive methodology situates the design environmentally. The inherent dynamic and constructive processes, which arise from the qualities of methodological inquiries, are the basis for the inhabitation within place. An inductive process began by exploring the role of aural perception prior to contextual and design intentions. This resulted in a strong emphasis on experience and presence. Research into analogous disciplines resulted in an exploration of methods that facilitate the inductive operations of media, particularly noise. The provision of a contextual framework for observations provided order to method. A strategy was posited, where the development of constructs that addressed the entire range of environmental dimensions, from site to structure, could supply integrity to the situation of contextual forces; their tension and release. Hence, a general theory for the constructive inhabitation of place.

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