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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.
61

Strategic Service Innovation: A Human-Centered Mixed-Methods Approach

Krüger, Nicolai 12 January 2022 (has links)
Increasing socio-technological complexity and ongoing environmental and social changes make it difficult to choose suitable approaches in today's innovation endeavors. Explorative and agile methods are increasingly used to reach out for disruptive innovations under uncertainty. However, feasibility of pioneering projects in business-critical contexts faces limitations in regulated branches. This doctoral thesis aims at contributing to service innovation research using a mixed-methods approach, being applied to several domains. Strategic Service Innovation (SSI) aspires to create novel digital service concepts ranging from radical technical innovations to business model pivoting.
62

How Visual Framing and Specificity Framing Influence Buying Decisionsin Fashion E-commerce

Emami, Kimia, Makarová, Andrea January 2023 (has links)
Companies face several challenges when it comes to promoting green consumption and designing effective communication strategies for sustainable products.The framing effect, which refers to the presentation of messages, can significantly influence customer perceptions and purchasing intentions. This researchexplores the impact of information framing through visuals and terms specificityon consumers’ purchasing decisions for sustainable fashion products in the online context. The method of data collection was a survey (online experiment) andinterviews were also conducted for supporting the data. The findings reveal asignificant relationship between sustainable choices and visual framing, indicating that the visual presentation of information positively influences sustainabilitydecisions. However, no significant relationship was found between the specificityof terms and sustainability. Future research is needed to examine the correlationbetween the importance of sustainability and the desirability of visual framing inproducts, as well as the relationship between the specificity of terms and sustainability since our study could only answer the relationship between visual framing and sustainability.
63

Double Hexagon: A Human-Centred Design Framework for Innovation

Motamer, Vajiheh Aida January 2021 (has links)
Healthcare systems need to adjust services and methods to accommodate the needs, desires, and capabilities of people. Experience-Based Co-Design (EBCD) is the state of the art in participatory service design within the UK National Health Service (NHS), that draws upon design tools and ways of thinking in order to bring healthcare staff and patients together to improve the quality of care. The Co-design process that is integral to the EBCD approach is powerful but also challenging, as it requires active collaboration among multidisciplinary teams, including organizational stakeholders (e.g., investors, managers, advocates, etc.), end-users (e.g., staff, patients, carers, etc.), designers/researchers, and developers. Over the last decade, given the evaluation of the EBCD approach, there has been a gap between theory and practice resulting in limited outcomes in healthcare service improvements. Systematic reviews suggest this low success results from the lack of a systematic elaboration of Co-Design methods, limited tools and insufficient guidance on the ideation process, the tendency to develop a solution without enough divergent thinking, and a poor structure of participation. In order to improve health care services and address the gaps mentioned, we propose a methodology called Double Hexagon, that includes principles of Co-Design, Human-Centred Design, and Design Thinking. This framework is a Human-Centred Design framework that seeks to assist designers and non-designers in moving from designing “product” categories to designing for “people” by providing a concrete and step-by-step realization for “Designing for People”. / Thesis / Master of Science (MSc)
64

Female User Experience in Industrial Design– Redesigning Medical Personal Protective Equipment (PPE) Suits

Wang, Yukun 22 August 2022 (has links)
No description available.
65

Accessible UX in digital 3D application solutions on the example of the planning experience by IKEA : An empirical mixed-method approach beyond accessibility

Nguyen, Hoang Dung January 2023 (has links)
The research investigates the feasibility of applying 2D accessibility guidelines to enhance a 3D digital planning tool's accessibility for individuals with visual impairments. Three primary research questions guide this study. It incorporated a mixed-method data collection approach to comprehensively investigate these questions. The study began with a designer interview to understand the current state of accessibility within a 3D planning tool, how designers ensure compliance with guidelines, guideline adherence, and implementation strategies.Subsequently, empirical user testing was conducted involving six participants with visual impairments. This methods aimed to obtain diverse user perspectives, emphasizing the user-centered nature of the study. The designer interview highlighted four critical accessibility issues: keyboard accessibility, information clarity, clear labeling, and focus visibility. Addressing these issues aligned the 3D planning tool with WCAG 2.1 guidelines and resulted in significant enhancements in it's accessibility.Empirical user testing revealed varying degrees of success among different users with visual impairments, highlighting both the successes and challenges of implementing accessibility features, and emphasizing the complexity of designing for individuals with visual impairments. The study identified key features that contributed to an enhanced user experience, including accessibility through assistive technology, effective scanning navigation strategies, and challenges for improvements in areas such as clear descriptions and interaction feedback. This research has broader implications, impacting both the practical and scientific fields of accessibility. It offers practical significance for companies like IKEA, emphasizing the importance of a user-centered approach to empower users and gather unique insights from individuals with disabilities. Contributing inclusivity and user-friendliness in 3D planning tools.The findings highlight the significance of accessible user interface elements and the importance of compatibility with assistive technologies. A need for inclusive design methods in the development of 3D planning tools and the creation of specific accessibility guidelines designed for 3D environments. In conclusion, this research demonstrates the feasibility of applying 2D accessibility guidelines to enhance the accessibility of 3D digital planning tools. The research contributes to both practical design considerations and the scientific understanding of accessibility challenges in 3D environments.It holds the potential to improve the industry, empower users, and enhance overall accessibility standards. The findings underscore the importance of user-centered design, the complexity of designing in 3D context and to diverse user needs, the interplay between accessibility and usability, and the ongoing need for improvements to enhance the user experience, to create more inclusive and user-friendly 3D digital planning solutions for everyone.
66

Beyond Breaking News : Designing Mobile-News Experience for Gen Z and Millennials / Utöver de senaste nyheterna : designa en mobilnyhetsupplevelse för generation Z och millennials

Sanjna Joshi, Navya January 2023 (has links)
In an era dominated by digital media, this research investigates the shifting landscape of news consumption among Gen Z, the first "digital natives," and Millennials, often referred to as "digital immigrants." The study explored their unique relationships with the digital world and their distinct motivations for engaging with news, focusing on mobile platforms. Generational differences in news consumption motivations emerged as a pivotal factor, with younger individuals seeking causes, personal growth, and self-actualization through the information they consumed, while older generations leaned toward traditional news sources and institutional politics. The advent of mobile devices, particularly smartphones, further accentuated the generational gap, with Gen Z and Millennials primarily using smartphones to access news via social media platforms. Their news consumption was characterised by intermittent and serendipitous engagement, emphasising the need for visually engaging news formats and easily digestible content. The study culminated in the design of the Tidings app’s key features, including Tidings Home, Category Feeds, and Newsboard, tailored to meet the evolving needs and preferences of these generational cohorts in mobile news consumption. Design solutions aimed to streamline news consumption, simplify daily routines, and keep users informed without overwhelming them. Valuable feedback from a design critique session in regards to news values, news delivery and presentation and user agency validated these proposed design solutions. This research contributes to a deeper understanding of how generational disparities influence news consumption habits and attitudes, particularly in the context of mobile news experiences. As the digital media landscape continues to evolve, comprehending the unique preferences of Gen Z and Millennials is indispensable for news organisations seeking effective audience engagement. The application with its user-centric design approach, is well-positioned to address the distinctive needs of these generations in the dynamic world of news consumption. / I en tid som domineras av digitala medier undersöker denna forskning det föränderliga landskapet för nyhetskonsumtion bland Gen Z, de första "digitala infödingarna", och Millennials, ofta kallade "digitala invandrare." Vi utforskade deras unika relationer med den digitala världen och deras distinkta motiv för att engagera sig i nyheter, med fokus på mobila plattformar. Generationsskillnader i nyhetskonsumtionsmotiveringar dök upp som en avgörande faktor, där yngre individer sökte orsaker, personlig tillväxt och självförverkligande genom informationen de konsumerade, medan äldre generationer lutade sig mot traditionella nyhetskällor och institutionell politik. Tillkomsten av mobila enheter, särskilt smartphones, accentuerade ytterligare generationsklyftan, där Gen Z och Millennials främst använde smartphones för att komma åt nyheter via sociala medieplattformar. Deras nyhetskonsumtion kännetecknades av intermittent och slumpmässigt engagemang, vilket betonade behovet av visuellt engagerande nyhetsformat och lättsmält innehåll. Studien kulminerade i utformningen av Tidings-appens nyckelfunktioner, inklusive Tidings Home, Category Feeds och Newsboard, skräddarsydda för att möta de växande behoven och preferenserna hos dessa generationskohorter inom mobil nyhetskonsumtion. Designlösningar syftade till att effektivisera nyhetskonsumtionen, förenkla dagliga rutiner och hålla användarna informerade utan att överväldiga dem. Värdefull feedback från en designkritiksession validerade dessa föreslagna designlösningar. Denna forskning bidrar till en djupare förståelse av hur generationsskillnader påverkar nyhetskonsumtionsvanor och attityder, särskilt i samband med mobila nyhetsupplevelser. När det digitala medielandskapet fortsätter att utvecklas är det oumbärligt att förstå de unika preferenserna hos Gen Z och Millennials för nyhetsorganisationer som söker effektivt engagemang hos publiken. Applikationen med sin användarcentrerade designmetod är väl positionerad för att möta dessa generationers distinkta behov i den dynamiska världen av nyhetskonsumtion.
67

Návrh metodiky UIX designu pro mobilní aplikace / Design methodology UIX Design for Mobile Applications

Šolín, 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.
68

Pains, delights och allt däremellan : En guide för kundresekartläggning / Pains, delights and all in-between : A guide for customer journey mapping

Tejnung, 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.
69

Processos de criação de interfaces digitais: o usuário como protagonista

Brandão, Camila Calixto Rocca 25 October 2013 (has links)
Made available in DSpace on 2016-04-26T18:13:43Z (GMT). No. of bitstreams: 1 Camila Calixto Rocca Brandao.pdf: 32903962 bytes, checksum: 2821993d8cb679439eaaf0b45d785621 (MD5) 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
70

A Norm Creative Perspective : Understanding users through norm creative theories

Karlsson, 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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