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Nyambi, Pride Bongiwe. "Exploring user experience (UX) factors For ICTD services." Thesis, University of Fort Hare, 2015. http://hdl.handle.net/10353/d1020164.

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Consistent with global entities such as the United Nations- through the World Summit of the Information Society (WSIS), introduction of Information and Communication Technology (ICT) for human development has seen the introduction of ICT-based services aimed at facilitating socio-economic development of marginalized communities. The use of ICTs has always solicited the concept of Human Computer Interaction (HCI), which involves the methods which humans interact with technology. The types of User Interfaces (UIs) and interaction techniques that people use to interact with ICTs affects the way t
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Bang, Gihoon. "UX Gap : Analysis of User Experience Awareness in practitioners’ perspective." Thesis, Umeå universitet, Institutionen för informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-122519.

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Many within the industry, including designers, recognize the need to consider UX as the key to designing new products and services. As a consequence of this, the territory of UX has extended into many different industries and different disciplines. However, some practitioners still claim a UX project does not pay off even if they have improved UX. This way of thinking is induced from an old issue of UX. The term itself does not have a clear theoretical definition and it even makes a contradiction of itself. This phenomenon further aggravates the issue. The rapid expansion of UX territory made
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Selent, Jette, and Michael Minge. "IM-UX – Fragebogen zu intrinsischer Motivation in der User Experience." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2019. https://tud.qucosa.de/id/qucosa%3A36919.

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Intrinsische Motivation gilt als wesentlicher Einflussfaktor dafür, dass Verhaltensweisen mit erhöhter Wahrscheinlichkeit und über längere Zeiträume hinweg stabil gezeigt werden (Ryan & Deci 2000a, Vallerand 1997). Dies lässt sich auch bei der Nutzung von Software-Produkten beobachten, deren Nutzung nicht aus Notwendigkeit sondern freiwillig erfolgt. So gilt etwa die Playfulness (Verspieltheit) von Systemen nicht nur als Quelle für intrinsische Motivation, sondern auch als einer der wichtigsten Faktoren für das Entstehen und Aufrechterhalten von Akzeptanz und der Bereitschaft zur Nutzung eines
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Mikula, Jan. "Návrh metodiky vývoje softwaru se zaměřením na oblast UX." Master's thesis, Vysoká škola ekonomická v Praze, 2013. http://www.nusl.cz/ntk/nusl-197005.

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The main objective of this work is to propose a software development methodology which will reflect both issues -- design of User Experience (UX) and its implementation. The second objective is to compare the current software development methodologies. The third objective is to describe the work environment and the principles of that environment to fully implement this methodology. The fourth objective is to test the methodology in practice and validate its performance on my own startup. The fifth objective is to analyze companies which are focusing on similar product as my startup and their a
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Strömberg, Jonny. "How to evaluate, select and use methods for improving the user experience of a web platform." Thesis, Umeå universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-184760.

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Improving the user experience of an extensive existing web system can be a challenging task. There are a number of questions that have to be addressed. 1) What part of the system should be improved to achieve the most significant upgrade? 2) What changes should be made? 3) How should these changes be implemented?  The purpose of this thesis is to investigate what methods can be used to find answers to these questions, more specifically, what methods are suitable to evaluate the KollaCity platform .  The background study resulted in two methods for deciding which parts of the system should be i
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Geiser, Johannes. "How do UX Professionals Apply UX Methods andPractice Lifelong Learning?" Thesis, Uppsala universitet, Institutionen för informatik och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414845.

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Due to fast-paced technological disruptions and diversifying users, user experience (UX) professionals are experiencing a flood of new UX methods and a need for continuous learning. Literature has shown that with a lack of understanding, UX practice research has designed too abstract UX methods making them hard to understand and to apply. With a thematic analysis of an interview with 13 UX professionals, this study presents results on how UX professionals choose UX methods and insights into their lifelong learning. The results from the thematic analysis agree that UX methods are hard to integr
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Seeger, Ida. "User eXperience : Design, teknik, business – men vad innebär det egentligen?" Thesis, Högskolan i Gävle, Industridesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-30764.

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User Experience, UX, som till en början främst användes inom IT-världen och sägs härstamma från HCI (Human Computer Interaction) används idag i allt större utsträckning. Den här studien syftar till att förtydliga vad UX innebär, hur definieras det samt hur ser yrkesrollerna ut inom UX. Denna studie är en jämförelse mellan teori och praktik för att se om praktiken matchar litteraturen. Ytterligare fokus ligger på organisationers UX-mognad samt vad det innebär för någon som är yrkesverksam inom UX. Vad innebär det för designers när mognaden är låg respektive hög? I den här studien användes huvud
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Englund, Lars. "Donor UX, applied guidelines : Donors user experience and user journey guidelines for charity organizations." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-131329.

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Those living in cities in the age group of 20-30 years contribute the least to charity. This, in combination with decreasing use of physical cash, calls for a revision of charity organizations’ approaches on raising funds. How should charitable organizations’ update their current procedures? This thesis explores user experience by observing and analyzing the entirety of the user journey, resulting in guidelines dedicated to those trying to make the world a better place.
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Bräne, Arvid. "User Experience Design for Children : Developing and Testing a UX Framework." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-125935.

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Designing good digital experiences for children can be difficult; designers have to consider children's cognitive and motor skill limitations, understand their target audience, create something entertaining and educational, comply with national and international jurisdiction, and at the same time appeal to parents. We set out to create a general framework which designers and developers can use as a foundation and testing ground for their digital products in the field of user experience. The methods used during the thesis include interviews, literature studies, user testing, case studies, perso
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Jacobsson, Linda, and Jessica Ivarsson. "UX-rollen : Om vikten av ett användarcentrerat förhållningssätt och en organisatorisk UX-mognad." Thesis, Högskolan Väst, Avd för medier och design, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-8127.

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In this study, we focus primarily on the importance of organisation and UX-maturity for applying user experience (UX). What does this mean for designers when maturity is low or high? The study shows that the user is an expert based on his/her personal experience of a product, allowing the user to select and influence solutions that best meet his/her needs. UX maturity is a highlighted concept in this UX study. If UX maturity of an organisation is low then UX is likely only applied by few or no one within the design team. If the maturity on the other hand is high, the organisation and its desig
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Bergström, Emil. "Exploring User Experience designers experiences working with Machine Learning." Thesis, Högskolan i Halmstad, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44633.

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The user experience (UX) design practice (c.m.p interaction design practice) has started to make profound changes in designing intelligent digital services using Machine Learning (ML) to enhance the UX. ML has the capability to enhance the user’s experience, for example, facilitating more accurate decisions or improving efficiency in achieving one's goals. However, research suggests that ML is a challenging design material in design practice, such as not envisioning the best-suited solution because of not comprehending data dependency when prototyping or the lack of tools and methods for evalu
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Ercoli, Pierpaolo. "Wearable device e User Experience." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10383/.

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La tesi tratta in modo approfondito il concetto di wearable device, i suoi utilizzi e l'esperienza d'uso da parte dell'utente soffermando l'attenzione sui principali dispositivi presenti in commercio e non. Nello specifico vengono trattati smart watch, smart glass e visori per la realta virtuale. Nella sezione conclusiva vengono trattati gli standard ISO relativi all'ergonomia degli utenti con i computer, descrivendo nel dettaglio le direttive che sono presentate nello standard ISO 9241:210-2010.
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Sassi, Roberto. "Scrum per la progettazione della User Experience: un case study." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018.

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La User Experience (UX) sta acquisendo sempre più importanza all'interno delle aziende informatiche. L'attuale sfida è quella di riuscire ad integrarla con i processi di sviluppo Agili. In questo documento presento una serie di possibili approcci all'integrazione della UX con il framework Agile Scrum. Inoltre, racconto una mia esperienza all'interno di una azienda alle prese con il suo primo tentativo di integrazione dei due approcci, nel contesto di un progetto dedito alla riprogettazione della UX di un sistema documentale utilizzato nella Pubblica Amministrazione. Analizzo due Sprint e f
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Orhagen, Brusmark Alexander. "Mätning av Tidens Inverkan på Användarupplevelsen : En Fallstudie." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-119162.

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Det finns i dagsläget få tids- och kostnadseffektiva metoder och tekniker för att mäta och utvärdera användarupplevelse över tid. Detta trots att tidsaspekten av användarupplevelsen under de senaste åren har uppmärksammats som en viktig komponent av användarupplevelsen inom människa-dator-interaktionsforskning. UX Curve och iScale är två metoder framtagna för att mäta förändringar i användarupplevelse över tid med hjälp av retrospektion och skapande av grafer över utvecklingen av användarupplevelsens olika dimensioner. Mot bakgrund av dessa metoder togs ett webbaserat utvärderingsverktyg fram
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Runsten, Jacqline. "UX-MOGNAD : Jämförelse mellan UX-mognadsmodeller inom spelindustrin." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15829.

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UX-mognad inom företag kan enklast beskrivas som mätningen av användarfokus under utvecklingen av en produkt och inom ett företag. Syftet med denna rapport är att jämföra två UX-mognadsmodeller i praktisk tillämning inom ett spelföretag utifrån aspekterna lätthanterlighet, modellprecision samt tillgänglighet. Nielsens UX-mognadsmodell som kom ut 2006 är utformad för organisationer, medan McAllisters UX-mognadsmodell är specifikt utformad för spelföretag och släpptes 2018. Den praktiska tillämpningen av modellerna bestod av en fältstudie där anställda på spelföretaget i
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van, der Werf Marinus, and Daniel Rundqvist. "Turning the Tides : A case study about integrating UX practices within a UX-immature organization." Thesis, Umeå universitet, Institutionen för informatik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-149614.

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In an era where the customer has the power, creating not only usable but also satisfiable systems and applications is of importance. However, research shows that software development practices do not always allow user experience design to take place and gives little guidance regarding how to conduct and integrate UX work. Despite UX’ increased popularity, gained recognition and prior research efforts, organizations and companies still encounter challenges when trying to embrace this change to offer customers more than just a system that ‘works’. Much recognition has gone to the UX field of lat
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Vincenzi, Leonardo. "eXplainable Artificial Intelligence User Experience: contesto e stato dell’arte." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2021. http://amslaurea.unibo.it/23338/.

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Il grande sviluppo del mondo dell’Intelligenza Artificiale unito alla sua vastissima applicazione in molteplici ambiti degli ultimi anni, ha portato a una sempre maggior richiesta di spiegabilità dei sistemi di Machine Learning. A seguito di questa necessità il campo dell’eXplainable Artificial Intelligence ha compiuto passi importanti verso la creazione di sistemi e metodi per rendere i sistemi intelligenti sempre più trasparenti e in un futuro prossimo, per garantire sempre più equità e sicurezza nelle decisioni prese dall’AI, si prevede una sempre più rigida regolamentazione verso la sua sp
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Lindblom, Marcus, and Robin Åhlin. "Medical counselling via video using WebRTC : User interface and user experience design." Thesis, KTH, Hälsoinformatik och logistik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-260959.

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CareLigo is a medical technology company that supplies heart failure patients with a home-based care solution called OPTILOGG. OPTILOGG helps patients to keep track of their symptoms, provides medication instructions and educates them about their illness. CareLigo requested an expansion of OPTILOGG which would allow patients to talk to care providers via video communication. This thesis describes the creation of this video communication solution and how this can be done in the best way for both patients and caregivers. Based on literature studies on human-computer interaction, user interface (
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Dziaková, Barbora. "UX výskum digitálnych produktov." Master's thesis, Vysoká škola ekonomická v Praze, 2015. http://www.nusl.cz/ntk/nusl-204872.

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Thesis deals with the UX research from the perspective of UX professionals. The main objective of this thesis is to determine the point of view these professionals on UX research. The first partial objective of this thesis is to identify problem areas and the causes of problems in the context of UX research. The second objective is to identify how the experts assess the impact of efforts carried out in connection with the UX. The third objective is to identify the benefits of conducting UX research. Methods for achieving these objectives are conducting qualitative and quantitative research in
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Wallström, Josefine. "Utvärdering av UX i interaktion med sociala robotar : - USUS Goals, en modifiering av USUS- ramverket och utveckling av riktlinjer för UX- utvärdering inom människa robotinteraktion." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12646.

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Detta arbete har utförts inom ramarna för SIDUS-projektet AIR och fokuserar på interaktion mellan människa och autonoma och sociala robotar. Inom fältet för människa- robotinteraktion (MRI) ökar medvetenheten kring hur viktigt en positiv användarupplevelse (eng. user experience, UX) av dessa interaktioner är. När intresset för UX blir större ökar också behovet av att kunna arbeta med det på ett korrekt och lämpligt sätt. Idag finns det ett stort behov av metoder och tekniker för UX-arbete som är anpassade efter detta komplexa gränssnitt. Det övergripande syftet med detta
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Kristensen, Josefin. "Hållbar tillgänglighet : Ur ett User Experience perspektiv." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18588.

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Fokus på arbetet ligger på hållbar tillgänglighet för personer med funktionsnedsättning. Arbetet görs i samarbete med en organisation vars medlemmar är familjer där en eller flera familjemedlemmar har en funktionsnedsättning. Syftet med arbetet är att undersöka unga vuxna med funktionsnedsättning och deras användarupplevelsen av hjälpmedelsteknologier och teknologier genom hållbar tillgänglighet och genom en aktivitetsteoretisk lins. Datainsamlingen bestod av en enkät, fyra semistrukturerade intervjuer och tre research in the wild observationer, varav två inspelade och en ute på fältet. Data a
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Eriksson, Mikaela, and Vilma Reponen. "Designing a Shared Listening Experience for an Audiobook Streaming Service : A UX and UI Project." Thesis, Uppsala universitet, Avdelningen för visuell information och interaktion, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-432719.

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This study, done in collaboration with Storytel, aimed to investigate whether a shared audiobook live listening experience would add value to users of the Storytel app and how such a feature could be designed in terms of User Experience and User Interface. The purpose was to determine the minimal viable product (MVP) and if live listening with others is interesting in itself or else, what is the most basic interaction type required in connection to the listening. The aim was also to design the optimal solution, beyond technical, time and/or prioritization constraints. The method used was a com
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Chawana, Trevor Ngonidzashe. "Optimising the user experience design process for timeous systems development : a South African case study." Diss., University of Pretoria, 2020. http://hdl.handle.net/2263/80180.

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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 timel
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Pilát, Peter. "Posílení principů UX do existujících uživatelských rozhraní." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2015. http://www.nusl.cz/ntk/nusl-264980.

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This thesis explains meaning of user experience, its main aspects, selected methodology, its integration into agile development process and what UX maturity level can be represented in real company. It also deals with analysis of selected existing user interfaces used for network print management and its end users. Prototyping and user testing methods are iteratively applied to these user interfaces. Evaluation of these methods concludes the thesis with a recommendation what UX processes should be integrated for future development of user interfaces in Y Soft.
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Oskarsson, Emelie. "Post-Deployment Usability Opportunities: Gaining User Insight From UX-Related Support Cases." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-126301.

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UX-related issues is one type of issue that customer support is facing. This thesis project investigates the possibility to look at support cases as a source of insight to how users interact with an information system application at an ERP company. It is also investigated if it is possible to use this gathered information when further developing the product. Support case data are gone through in order to map what type of problems the users are encountering and a category structure is developed based on this information. The categorization framework is evaluated by letting employees test the st
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Varatharajah, Thujeepan. "Integrating UCD with Agile Methods : From the perspective of UX-Designers." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-262705.

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With the increasing popularity of Agile methods in software development projects, an emerging question is how Agile incorporates user needs to their process – which is the staple of User Centered Design (UCD). Existing reports indicate that integrating Agile and UCD has shown to improve the process and end product and that they are a natural fit. However, there is also a general lack of guidelines of how an effective integration may be done, and further research is requested. This study aims to provide that by portraying some aspects of how Agile and UCD may be integrated in practice, but also
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Ebbesson, Esbjörn, and Tobias Grönberg. "User Experience utvärderingar med stöd av Repertory Grid Technique." Thesis, Halmstad University, School of Information Science, Computer and Electrical Engineering (IDE), 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-1651.

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<p>Studiens syfte var att undersöka möjligheterna att använda intervjutekniken Repertory Grid Technique (RGT) som utvärderingsteknik för att utvärdera User Experience (UX) på distans. Detta gjordes genom att de föreställningar som en handledarstödd utvärdering resulterade i jämfördes med det resultat som uppnåddes genom en webbaserad variant av samma utvärdering. Studiens resultat visade på en svårighet för respondenterna i den webbaserade utvärderingen att formulera föreställningar som går att använda för analys av en produkts UX. Diskussionen pekar på en tänkbar lösning i form av förstudier
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Helmersen, Lilly Arstad. "User experience research using video calls, A case study." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-301183.

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The COVID-19 pandemic has forced user experience (UX) designers to make their research comply with social distant roles, because of this many have turned to using computer mediated communication (CMC) tools. Even though research has shown that interviewing in person is marginally superior to video call interviews, user experience research is often conducted using more than one method. Therefore, this thesis aims to investigate how user experience professionals are using video call as the main communication method for their user centered data gathering. Eleven UX professionals from one company
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Ljungström, Erica. "Analysing tool connectivity through enterprise architecture with emphasis on user experience." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-215661.

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The methods for creating new (To-be) models within Enterprise Architecture is very similar to those used in Human-Computer Interaction for creating new products. Since Enterprise Architecture is used on existing systems, and because of the similarities between the methods used between the fields, the research question has been formulated as follows: "What is the relationship between tacit knowledge and the utility value of an architectural model for an organisational department studied through observations with experienced users?". The study aims to show that methods for reusing/changing alrea
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Srivastava, Akshat. "Developing Functional Literacy of Machine Learning Among UX Design Students." University of Cincinnati / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1617104876484835.

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Linnea, Dahl. "Designing a crossover user experience between telephony and web." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-413517.

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The present work was performed at Aurora Innovation. Its purpose was to develop a proof-of-concept of an application where you could book an appointment and add personal information. This application is meant to be used by people of different ages, technology skills and preferences. User centered design was used during the development of the proof-of-concept, primarily the user centered design methods existing in contextual design. This project reflects on the value of these methods, and what the consequences could be if a product is developed from a single point of view. It was found that e
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Nordbeck, Lars. "Lika barn leka bäst? : Hur påverkas engagemang av att motparten inte är en människa utan en dator?" Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-54217.

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Frågan som denna rapport ställer sig är hur en användares engagemang i en aktivitet påverkas av vetskapen att motparten är en datorstyrd, dels jämfört med om motparten är en människostyrd Agent jämfört med en människostyrd Avatar och dels beroende på om den datorstyrda Agenten uppvisar ett mer mänskligt beteende, till motsats till ett mer maskin-likt. I syfte att besvara denna fråga har en utförlig litteraturstudie gjorts, som dels utforskat konceptet Engagemang, men även utforskat andra koncept, såsom Social närvaro, Ethopoeia och Simulering av mänskligt beteende. Dessa teorier har sedan anvä
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Schylström, Maja. "User experience in ERP system development : An action research project to involve user experience in the everyday work." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-96361.

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The aim of this project was to find and implement actions to increase ERP system developers’ ability to improve user experience. The focus has been methods and resources that are used in the everyday work, and the selected methodology was action research. The project took place at IFS, which develops the ERP system IFS Applications. The project started with a pre-study consisting of interviews, observations and a survey. Then, four workshops were organized where the methods Ad hoc personas, Heuristic evaluation and Speed sketching were introduced and practiced. The workshops also included info
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Ntis, Christina, and Neira Causevic. "En utvärdering av en verktygsdriven UX-designprocess : Tillämpning och utvärdering av en verktygsdriven UX-designprocess vid användning av Kibana." Thesis, KTH, Hälsoinformatik och logistik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-230215.

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I dagsläget finns det en mängd utmaningar och svårigheter inom den traditio- nella designprocessen för användarupplevelse (UX, User Experience). Dessa utmaningar har en påverkan på hur tidskrävande och kostsam en designpro- cess för UX kan vara. Några av dem är att få prototyper att likna slutpro- dukten och kommunikationssvårigheter mellan UX-designers och utvecklare vid Agil projektmetodik. Några svårigheter som finns vid visualisering av strömmande data är att göra den lättförståelig för användaren och möjliggöra användaren att nå önskad information. För att und
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Sjödin, Peterson Veronica, and Natalia Prochownik. "CMS och UX : tekniker för hur man utformar en god användarupplevelse." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-27692.

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The purpouse of this study is to find out how and if a Content Managment System (CMS) can benefit from applied User Experience Design (UX). A work project has been executed where a client wanted the students to create a user friendly CMS for adding content to a global hotel review site. A prototype of a CMS was created based on literature studies about UX and CMS. The prototype of the user friendly CMS was then tested through user tests and interviews with key users. After input from the key users the prototype was changed until the users were satisfied with it.
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Nadikattu, Srikar Reddy. "Integrating User Experience (UX)Development with Agile SoftwareDevelopment Practices. : A Multiple Case Study Involving Organizations DevelopingInteractive Healthcare Technology (IHT) Applications." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13511.

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Context. User Experience has become key to product development in recent years, as manyorganizations have realized its role in maintaining high user acceptance ratings. User ExperienceDevelopment and Agile Software Development are two highly iterative processes and user-centricprocesses. While both methods stack up well theoretically, there are many challenges encountered whenthey are integrated together in real-world development scenarios. Similar to Agile development, UserExperience Development, has many phases: performing user research, gathering UCD (User-CenteredDesign) requirements, iter
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Alexander, Granhof, and Eriksson Jakob. "Improving the User Experience in Data Visualization Web Applications." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21731.

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This paper is a literature study with an additional empirical approach to research how to improve user experience in data visualization web applications. This research has been conducted in collaboration with Caretia AB to improve their current data visualization tool. The research studies previous research on the topics of UI design, user experience, visual complexity and user interaction in the attempt to discover what areas of design and intuitivity that improves the user experiences in these kinds of tools. The findings were then tested together with Caretia through a proof-of-concept prot
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Šolín, Petr. "Návrh metodiky UIX designu pro mobilní aplikace." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-150209.

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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
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Olsson, Sara, and Sabina Forsberg. "Exploring the User Experience in Continuous Glucose Monitoring Systems." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20575.

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Typ 1-diabetes kräver ordentlig uppsyn dag och natt för att upprätthålla ett fungerandeliv. Idag använder människor allt oftare kontinuerlig glukosövervakning (CGM) för atthantera sin diabetessjukdom. Detta system mäter blodsockernivån genom en sensor somplaceras på användarens hud. Användaren skannar sedan sensorn med en handenhet ellermobilapplikation för att läsa av den nuvarande blodsockernivån och i vilken riktningblodsockret är på väg. Forskare föreslår att för att kunna skapa den bästaanvändarupplevelsen för diabetespatienter måste designers verkligen förstå användarna ochhur de interag
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Gylling, Fanny. "A User Centred Approach To Sustainable Development : How UX as means to develop a tool to reduce everyday stress and promote a sustainable lifestyle." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-161621.

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How can user experience as means support people in their struggle to keep up with their stressful life. This thesis cover how user experience can be used as method to develop a application that in short term reduce everyday stress, and in long term support a sustainable development. A literature study was conducted what stress is and what impact it has on people, also a compilation of sustainable development in everyday life together with the theory of user experience on a mobile platform was made. To create a prototype of a mobile application an iterative design process been conducted by desi
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Victor, Winnhed. "Bridging the Age Gap Between Streaming Platforms : Improving User Experience for In-between Users." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-121904.

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The media consumption on the Internet is increasing rapidly and people at all ages are getting used to live in an on demand world. Due to this, streaming platforms have to appeal to a broad audience containing children, teenagers and adults. One approach to appeal a broad target audience is to divide the streaming platform into two separate platforms, where one is aiming for children and the other one, for the rest of the users. The aim of this thesis is to investigate how the user experience can be improved, to help users of ages 10-13 years old to find their way from one streaming plat- form
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Baaz, Felicia, and Jennie Åkesson. "UX-metoder som kompletterar användbarhetstest genom att mäta tillfredsställelse : En fallstudie för att validera identifierade metoder." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-44763.

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This study has been carried out in collaboration with the company RISE and the group UX Insights, who works with methods to test a product’s usability and ergonomics. The purpose of the study was to find complementary UX methods for usability tests, and to test the methods for verifying whether the selected methods really generate complementary information, as it was requested by the UX Insights group. The goal was to identify three methods which could provide information about the user’s feelings, since emotions are linked to the factor satisfaction as opposed to usability tests that generate
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Papadaki, Patricia. "User experience in automotive industry: user perspective on functionality and entertainment." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-90881.

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The impact of technology is increasing in the automotive industry resulting in user experience to have a significant role in the industry. Previous studies have researched the use of user experience in the automotive industry describing the importance of it. Studies have also described the user experience in connection to in-vehicle functions. Contrariwise, a gap has been identified in relation to the actual use and users’ preferences to these functions. The aim of this study is to analyze the users’ perspective in the automotive industry and how a high level of user experience can be achieved
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Segerhag, Klara, and Philip Enestubbe. ""Man kan UX:a allt" : En studie i yrkesidentiteter hos UX-bibliotekarier." Thesis, Linnéuniversitetet, Institutionen för kulturvetenskaper (KV), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96711.

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The aim of this bachelor thesis is to examine the professional identities oflibrarians with special focus on User Experience (UX). To achieve this aimwe have used the four professional identities described by Jenny Lindberg,the communicative identity, the technical identity, the academic identity andthe conservative identity. We have interviewed seven librarians at fivedifferent academic libraries in Sweden that works with UX. In the analysis ofour empirical material we found that the identity most represented among theinformants was the communicative identity while the conservative identitywa
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de, la O. Schöneck Mauricio, and Roshan Mathew. "Mapping cross-channel ecosystems : A case study based on a company in the field of UX." Thesis, Högskolan i Jönköping, Internationella Handelshögskolan, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-37248.

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Every product or service is part of an ecosystem. The analysis of ecosystems enables organizations to understand the use and potential of a product or service. The information that flows through ecosystems is not always tangible. However, it can be categorized and accessed through different gateways. In this thesis, the authors present an overview of current service design tools and compare them to a cross-channel ecosystem’s approach. The ubiquitous nature of technology permits users to interact and perform activities uninterrupted within physical and digital space. Therefore, the inclusion o
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Skarin, Rebecka. "UX Design of Augmented Reality House Configurator : Mobile AR Application and Web Administration Interface Design." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79741.

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Many of us find it difficult to make big decisions, building ahouse is one of them. It is perhaps the biggest investment andproject that one takes on. During a house building project, thereare many things that needs to come together, you have to finda plot, choose a house model and lastly all those other choicesas for example the kitchen and bathroom details. It is in thisdecision process that it can be useful to be able to test differenthouse models and materials before the final decision is made.It is this process that is the focus of the thesis, or rather, a tool tofacilitate decisions. The
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Linner, Hannes. "Digitalisering av fastigheter : En användaranpassad kontrollpanel för IOT-enheter." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-42009.

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This degree project is a design project that investigates digitization in the real estate industry and examines how far the real estate industry has come regarding the integration of new technology. The study highlights how companies work today and what problems and needs can be facilitated through digitization, more specifically the technology IoT (Internet Of Things). IoT makes it possible to connect different devices and sensors to the Internet in order to read information or control the functionality. The study is based on qualitative interviews which are analyzed through methods within Us
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Lundberg, Sabina. "Change or Die : A study on the phenomenon of Library UX at two academic libraries in Sweden." Thesis, Uppsala universitet, Institutionen för ABM, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-351120.

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A recent phenomenon within the library sector is that of User Experience (UX). Library and information practitioners are increasingly leaning towards letting their users help guide and organise library services by using UX methods to both evaluate existing services and to create new ones. Despite that an increased number of academic librarians are focusing on researching their Library UX, few studies have been done on this phenomenon, and none have focused on a Swedish context. In this thesis, the emerging phenomenon of Library UX is investigated by performing a qualitative case study at two a
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Zhu, Jiani. "Applying UX design approach to Cardiac Home Care Education: Design case studies with print and digital Materials." University of Cincinnati / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1504803533639022.

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Bengtsson, Camilla, and Caroline Englund. "“Do you want to take a short survey?” : Evaluating and improving the UX and VUI of a survey skill in the social robot Furhat: a qualitative case study." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-76923.

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The purpose of this qualitative case study is to evaluate an early stage survey skill developed for the social robot Furhat, and look into how the user experience (UX) and voice user interface (VUI) of that skill can be improved. Several qualitative methods have been used: expert evaluations using heuristics for human-robot interaction (HRI), user evaluations including observations and interviews, as well as a quantitative questionnaire (RoSAS – Robot Social Attribution Scale). The empirical findings have been classified into the USUS Evaluation Framework for Human-Robot Interaction. The user
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