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1

Street, Gemma Louise. "The role of curation in the design and development of brand experience in the luxury retail environment." Thesis, University of Manchester, 2016. https://www.research.manchester.ac.uk/portal/en/theses/the-role-of-curation-in-the-design-and-development-of-brand-experience-in-the-luxury-retail-environment(9f1d44c4-a9c6-4996-a45b-c573e3a1141d).html.

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This thesis explores the role of curation in the design and development of brand experience in the luxury retail environment. Three research objectives seek firstly, to gain an understanding of the meaning of curation in luxury retailing and identify the role, purpose and value to luxury retailers; secondly, to explore the different ways in which curation manifests itself in the luxury retail environment by examining sole brand and multi brand luxury retailers, and lastly, to identify how curation is brought to life through the curatorial roles within luxury retailers. In light of increasing global competitive pressures and fast-paced technology advances associated with mobile devices, the rise of omnichannel retailing has led luxury brands to be ubiquitous, with the resulting challenge for luxury retailers to develop seamless and experiential omnichannel brand experiences in order to continue to differentiate and grow. However, there is a paucity of literature regarding the design and development of luxury brand experiences, suggesting a gap in the literature. In addition, ‘curation’, a term traditionally associated with museology, is being increasingly used in the business environment in terms of creating differentiated experiences or collection of products both online and in-store. Little attention has been paid to curation in the literature, with the result of limited understanding of the role of curation in the design and development of brand experience, suggesting a second gap to be addressed in the research. The research was an investigative, qualitative and thematic analysis-based study. The data collection focused on face-to-face semi-structured interviews with 17 senior professionals from the luxury retail and cultural environments in the UK. Braun and Clarke’s (2006) Six Stages of Thematic Analysis and NVivo software were utilised to analyse the data, resulting in 9 key themes. My original contribution to the literature is this research is one of the first empirical studies to explore the role of curation in the design and development of brand experience in the luxury retail environment, resulting in three key contributions. Firstly, the role of curation is an influential one in the design and development of brand experience in the luxury retail environment and is manifested in four forms of curation across sole brand and multi brand luxury retailers. Secondly, curation in luxury retail has evolved from the traditional art-historian discipline of curation and is emerging as a new discipline and modus operandi in its own right, creating strategic, organisational, financial and experiential value. Thirdly, a strategic curation management toolkit consisting of three strategic frameworks was developed that contributes to both the brand literature and management practice. The toolkit provides managers with a common vernacular to develop their curatorial capabilities and identify strategic opportunities where they can harness curation as a strategy to design and develop omnichannel luxury brand experiences as a route to competitive advantage and build a platform for future growth.
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Erhard, Peter. "Cross-device brand experience : Interactive brand elements in the Skype service ecology." Thesis, Linköping University, Department of Computer and Information Science, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-14953.

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Many interactive products and services have made the move from stationary or desktop applications to dedicated mobile devices. Sonys Playstation has evolved into the PSP (playstation portable), Apples iPod is fully integrated with iTunes, Microsoft’s new media player is rumored to carry the Xbox brand and browsers like Internet Explorer and Opera can be used on pocket PCs, cell phones and Smart Phones. A very interesting example of this development is the global telephony company Skype that offers free calls over the Internet as well as instant messaging, video conferencing among many other things. Skype is making its way from the desktop to a wide array of devices, stressing the need for a unified brand experience. This thesis seeks to explore the different interactive aspects that constitute the user experience of a specific brand. Through listing the use qualities fulfilled by the services in the primary product and examining their requirements and dependencies in the user interface, this thesis proposes a method to foresee potential confinements in the brand experience when distributing an interactive product or service to a new platform. The thesis also aims at examining how the method can be used in the design process.

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Of, Jan [Verfasser]. "Brand formative design - development and assessment of product design from a future, brand and consumer perspective / Jan Of." Mainz : Universitätsbibliothek Mainz, 2014. http://d-nb.info/1053319665/34.

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Findik, Nur. "Design Of Experience Sampling Tools For Reporting Student Experience In Design Education." Master's thesis, METU, 2012. http://etd.lib.metu.edu.tr/upload/12614957/index.pdf.

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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
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Lewis, Aaron, and Mark Simmons. "P2P Carsharing Service Design : Informing User Experience Development." Thesis, Blekinge Tekniska Högskola, Sektionen för ingenjörsvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3014.

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This thesis investigates the P2P carsharing user experience. The intention of this investigation is to increase the adoption and uptake of P2P carsharing in existing and future markets because of its benefits to the environment, the local economy and its accruement of social capital. We see P2P carshar- ing as a key means to creating a sustainable urban transportation solution. We started by doing a web review of P2P carsharing followed by a system- atic analysis in which we categorized each platforms’ key attributes. With this information we created two infographics. The first displays existent platforms and their different attributes. The second illustrates the customer journey. We then conducted a survey between April 6 and May 14, 2012, receiving 206 responses from borrowers, owners and people who have not yet used the service. Although the survey was open to anyone, users in the US, France, Germany, Spain and Sweden were targeted. The survey pro- vides demographic information about P2P carsharing users who were found to be young, highly educated, well-off working professionals. Their trans- portation habits and needs, especially as relating to P2P carsharing were also found. After collating this information we partitioned respondents into: Owners, Borrowers, Prospective Owners, Prospective Borrowers, and then orthogonally into US Users and European Users. We then created user pro- files and a mix of short and longer-term multi-stakeholder design chal- lenges for stakeholders; whose work, building off of ours, will we hope, foster innovations that make P2P carsharing a ubiquitous mobility solution.
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Andersson, Filip. "Development of a visual brand language and a mobility aid." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Industridesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-44688.

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Medical technology is a field of work with connection to prevention, diagnosis, monitoring, treatment and care. The company Human care is a well-established company in Sweden with red rollators seen all over Sweden. The product family of Human care has four different units of mobility aid solutions. These are lifting devices, rollators, healthcare beds, and convertible chairs. In common they share the same brand, but they do not have any clear connection to each other when it comes to form, colour and texture. In this thesis a visual brand language is developed and created for the company. At the same time, it is implemented and developed on a lifting solution for patient mobility in the healthcare. To find a brand language which should be easier to implement on the products investigations into the brand and products has been done. By trying to find a common ground in the current products the step from creation to implementation of a guideline will be smaller. Further, research has been done in colour psychology, ergonomics, surface textures and forms. The result of this thesis is a guideline which the company can use as a base when developing new products. In this thesis, it has been implemented on a lifting device for patient transportation.
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Bhattacharya, Abhijeet. "Visual Brand Language – A Strategic Design Tool in New Product Development." University of Cincinnati / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1212028922.

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Lee, Youjung. "A study on the application of contemporary visual art into flagship stores of luxury fashion brands." Thesis, Brunel University, 2014. http://bura.brunel.ac.uk/handle/2438/8568.

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Luxury fashion brands face a new challenge as to how to sustain brand growth while maintaining the exclusivity of brands due to the democratisation of the luxury phenomenon which is mainly driven by the emergence of ‘new luxury’ and changes of consumption style ‘trading up’. Luxury consumers are becoming disillusioned with the vulgarisation of luxury goods and prefer exclusive luxurious experiences. In order to keep pace with the changes in luxury consumer needs and promote an image with creative and luxurious connotations, luxury brands increasingly associate with contemporary visual art through diverse kinds of channels. Among the channels, great attention has been given to contemporary visual art exhibitions within a flagship store due to its benefits: geographical location, cutting investment cost and offering direct art experience to consumers. However, there is no theoretical research investigating the main points to be considered in applying contemporary visual art exhibitions to flagship stores of luxury fashion brands. Moreover, there is a need for a systematic approach in applying contemporary visual art exhibitions to flagship stores of luxury fashion brands as relying mainly on a designer’s intuition might pose a problem: delivering different messages from those intended. Through the research, four main propositions were identified which need to be considered when luxury fashion brands apply contemporary visual art exhibitions to their flagship stores: 1) brand communication with consumers, 2) the fit between brand identity and that of an artist, 3) consumers’ value/benefits in the way that enhance consumers’ aesthetic experience of art and 4) artists’ value/benefits. Models including a conceptual model and a design tool kit were developed and tested with experts in this field. The proposed models are decision supporting tools which provide a comprehensive overview regarding the main points to be considered as well as support finding a high fit artist to brand identity. They offer advantages as follows: 1) the conceptual framework improves understanding of the needs/values of the three main stake holders such as luxury fashion brands, consumers and artists for this practice and provides an insight into how to address them in applying contemporary visual art exhibitions to flagship stores of luxury fashion brands 2) the tool kit assists in making a decision when selecting artists or artworks and offers benefits to all the stake holders: 1) luxury brand value by managing their touch points effectively that ultimately lead to enhancing brand communication, 2) consumer value by preventing confusion caused by disharmonious messages from all the touch points within flagship stores, and 3) artist value by finding a matched brand for synergy between brands and artists.
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Peterschmidt, Max. "Cureating: Building Healthy Eating Habits with Design, Psychology, and Economics." University of Cincinnati / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1367944842.

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Lee, Younjoon. "An investigation into design-driven approaches within fast moving consumer goods brand development." Thesis, Lancaster University, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.658084.

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The attention of design has evolved from developing new products to developing a mechanism to offer more innovative and competitive products. Driven by design thinking and design-driven innovation perspectives, expanded roles for design have been highlighted in academia and business and have been identified as a means to bring innovation to organisations through the application of designerly approaches. Such approaches are often applied to diverse organisational activities in 'a manner that is at odds with conventional roles for design. However, there has been little research investigating how to undertake such a new role for design corresponding to specific industry contexts. In addition little research has explored using (the role of) design in the FMCG industry: research has predominately been confined to design's contribution to brand identity development. Therefore, this PhD aims to propose a way to underpin a new role for design within fast moving consumer goods (FMCG) industry, via the following research phases. First, preliminary research in the form of content analysis of relevant literature was undertaken to discover how an expanded role of design is defined and the manner in which they are being adopted in a number of sectors, which entails a concept of design-driven approaches (DDA): approaches to applying a way of designerly conceptualising and exploiting tasks. Secondly, based on the features of DDA, this research was conducted through transformative mixed methods: a sequence of online survey and in-depth semi-structured interviews in order to explore phenomena which enhance and/or hinder design's integration within business. Grounded on the findings from a series of research activities and empirical data analysis, this research proposes a conceptual model- a framework and road map - of how the FMCG industry can overcome impediments to design's integration within brand development and organisational management by establishing a collaborative designerly frame to encompass activity-based and relational perspectives and elucidating contemporary and expanded roles of design. Finally, via member-checking validation, this model proposes an appropriate way to embed designerly ways into FMCG brand development by underpinning a collaborative ideas generation phase, especially for establishing environmental and organisational change to enhance designerly application.
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Vidal, Segura Mar. "User experience design and front end development of an online auction website." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254581.

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Art_Value is a startup whose purpose is to create an innovative marketplace where new artworks, based on numbers, are created, distributed through auctions and traded. Online auctions have added new advantages of new technologies and trigger more emotions than online shopping. Even though there is a big virtual world, the abstract digital art world is still small and there are not many platforms providing it. Art_Value project wants the user to generate the digital art that he wants to acquire. The platform to provide that service is a website.In this report describes the user experience design and the front end development and testing of the prototype of the auction page of the website. The design methodology used is the Double Diamond, formed by four stages: discover, define, develop and deliver. The programming languages and libraries used are HTML, CSS, JavaSript and React. The result of the work is the front end prototype of the auction page of the website with an auction system simulated to recreate as realistically as possible the user experience. User experience testing has been done and its results have been analysed and defined as improvements for the future versions.
Art_Value är en startup som syftar till att skapa en innovativ marknadsplats där nya konstverk baserade på tal skapas, distribueras via auktioner och handlas. Online-auktioner har lagt till nya fördelar med ny teknik och utlöser fler känslor än e-handel. Även om det finns en stor virtuell värld är den abstrakt digital konstvärld fortfarande liten och det finns inte många plattformar som tillhandahåller den. Art_Value-projektet vill att användaren ska skapa den digitala konsten som han villförvärva. Plattformen för att tillhandahålla den tjänsten är en webbplats.I denna rapport beskrivs användarupplevelsedesignen och framsidans utveckling och testning av prototypen på webbplatsens auktionssida. Den använda designmetoden är Double Diamond, som bildas av fyra steg: upptäck, definiera, utveckla och leverera. Programmeringsspråken och biblioteken som används är HTML, CSS, JavaScript och React. Resultatet av arbetet är framsidans prototyp på webbplatsens auktionssida, med ett auktionssystem som simuleras för att så realistiskt som möjligt återskapa användarupplevelsen. Användarupplevelsen har testats och dess resultat har analyserats och definierats som förbättringar för framtida versioner.
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Tyreus, Maria, and Sofie Hagström. "Fashion Thinking : En studie om hur design kan berika varumärken inom modebranschen." Thesis, Södertörns högskola, Institutionen för samhällsvetenskaper, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-22258.

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Det finns mycket forskning om hur design bygger starka varumärken, men den är inte branschspecifik.  Modebranschen är en komplex företagsmiljö med ständigt förändrade marknadsvillkor. Detta kräver att modeföretag arbetar med effektiva strategier för att kunna differentiera sig mot konkurrenterna, där varumärket ses som ett verktyg. Avsikten med denna uppsats är att studera tre modeföretags designprocess och hur man, med hjälp av design som verktyg, kan förmedla sin varumärkesidentitet till konsumenterna i form av en varumärkesupplevelse. Denna studie är av kvalitativ karaktär och består av tre individuella intervjuer med centrala personer från valda företag (Mayla, Minna Palmqvist och Whyred), samt individuella intervjuer och gruppintervjuer med konsumenter. Insamlad data har analyserats med hjälp av en modifierad modell av The Corporate Branding Model och The Brand Design Management Model. Med hjälp av modellen identifierades modeföretagens varumärkesidentitet och deras designprocess kartlades. Sedan studerades hur designarbetet formar varumärkesupplevelsen hos konsummeterna och skapar en varumärkesimage. Studien visade att den interna synen på varumärket och varumärkesimagen är likartad, därmed lyckas alla tre företag kommunicera sin varumärkesidentitet genom sin designprocess. Denna studie kompletterar den befintliga designforskningen, som är generell och inte branschspecifik, genom att kartlägga hur designkompetens kan nyttjas för varumärkesuppbyggnad specifikt inom modebranschen.
There is much research into how design as a strategy builds strong brands, but the existing research is not specific for any industry. The fashion industry is a complex business environment with constantly changing market conditions. This requires that fashion companies working with effective strategies, where the brand is seen as a tool, differentiate themselves from the competition. The purpose of this paper is to study three fashion companies’ design processes and how they can use design as a tool to convey their brand identity to consumers as a brand experience. This study is qualitative in nature and consists of three individual interviews with key persons from selected companies (Mayla, Minna Palmqvist and Whyred), as well as individual interviews and group interviews with consumers. Collected data was analyzed using a modified model of the Corporate Branding Model and the Brand Design Management Model. By using the model, the brand identity of each fashion company was identified, and their design processes were analyzed. Then the study explored in which way the design process forms the brand experience of consumers and creates a brand image. The result is that the internal perception of the brand and the brand image are assumed to be similar, thereby each company succeeds to communicate their brand identity through their design process. This study complements the existing general and non-industry specific design research by charting how design expertise of the fashion industry can be used for brand building.

En bilaga (bilder som har använts i uppsatsens metod) har tagits bort ur dokumentet på grund av upphovsrättsliga skäl.

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Wang, Yu-Han. "Chinese cultural features for new product design development." Thesis, Brunel University, 2016. http://bura.brunel.ac.uk/handle/2438/12185.

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Cultural and creative industries are a growing and profitable sector in the UK. The industry blends historical culture with modern creative design to promote one's culture and to make profits. A cultural feature is the main characteristic of a cultural product; however most of the current cultural products are printed or decorated in a way that lacks any emotional or meaningful cultural link with consumers. Emotional engagement is the key factor when people make their decisions. Therefore, a design toolkit was created to assist designers to enhance an emotional connection between consumers and products. the research approaches involved a literature review to classify categories of cultural features, a questionnaire to measure emotional responses to Chinese cultural products, expert interviews to develop the toolkit, and workshops to validate the toolkit. This research is the first study to highlight emotional aspect of cultural products in order to enrich user experience. The contributions of the research are investigating human emotions of cultural products and developing a novel toolkit to support designers when creating cultural products.
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Eriksson, Vikner Mikael. "Application and evaluation of methods for merging user experience design with agilesoftware development." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-116684.

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Cinnober is an organization that develops advanced software solutions for financial institutions. As a part of the technology toolkit used at Cinnober there is a web framework with which GUI development can be driven from the data available on the server, through configuration rather than development. Rather than having the user interface emerge as a result of technology and available data, they would like to explore a software development model driven by user centered design. Cinnober practices scrum, an agile software development framework, which has proven difficult to integrate with user centered design. This thesis strives to identify suitable methods for performing user centered design in the environment of agile software development. A development process based on scrum, lean UX, staggered sprints and the effect map was then utilized and evaluated in a short development project at Cinnober. Utilizing and evaluating those methods yielded valuable input which can be of use in future development efforts. While there was plenty of positive feedback from the development team there was also some room for improvement. Additionally, there are quite a few pieces missing in order for the utilized development process to cover all aspects considered important in one of the most commonly cited definitions of user centered design.
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Ma, Shu S. M. Massachusetts Institute of Technology. "India's infrastructure development and the lessons from China's experences [i.e. experience]." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/110139.

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Thesis: S.M. in Engineering and Management, Massachusetts Institute of Technology, School of Engineering, System Design and Management Program, 2017.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 23-24).
Infrastructure plays an important role in a country's economic development, it is also essential to recover from the financial crisis. The history of developed countries shows that infrastructure contributed a lot in economic development, and maintaining & upgrading infrastructure is also important for running economy smoothly. In developing countries, the quality of infrastructure and its service helps to reduce the production cost, increase the quality of personal life and gain the international competitiveness. India is the third largest country in Asia, it has developed rapidly in the recent years and became more attractive to foreign investment. Since its economic reforms in 1991, The Indian government has been committed to the development of infrastructure and encouraged private sector and foreign direct investment's participation, especially in the recent ten years. Recognizing that the lags of infrastructure development became the bottleneck of its economic growth, the Indian government increased the strength of infrastructure development by more policy and fiscal support. This paper briefly introduces the infrastructure development situation in India and attempts to analyze from infrastructure perspective the advantages and challenges that India has to sustain its economic growth. This research also compares China's rapid economic growth and infrastructure development contribution to it. In examining the successful experience that China has, and problems exposed in its infrastructure development the consequence by performing the massive stimulus financial package in 2008 points out that infrastructure development has positive impact on economic growth, and can directly contribute to the growth. There are limitations to the extent to which infrastructure development can contribute to long term economic stability.
by Shu Ma.
S.M. in Engineering and Management
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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 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
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Ferreira, Jennifer. "User experience design and agile development : integration as an on-going achievement in practice." Thesis, Open University, 2011. http://oro.open.ac.uk/54236/.

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This research investigates how Agile development is combined with User Experience (UX) design. Agile development and UX design have roots in different disciplines and practitioners have to reconcile their perspectives on developing software if they are to work together. To date, there has been no sustained academic study on how Agile developers and UX designers work together in practical settings on a day-to-day basis. The ethnographically-informed research in this dissertation consists of three studies of teams in organisational settings, combined with an analysis of accounts of Agile development and UX design practice found in the literature. Together, they provide evidence for the complex, multifaceted nature of the work that integrates Agile development with UX design. The studies of day-to-day practice conducted for this research, found the work of the Agile developers and UX designers to be localised, contingent and purposeful. Agile devolopment and UX design integration, as it was achieved in the teams studied, was negotiated and achieved on a day-to-day basis between the developers and designers. The findings from the analysis of accounts of practice from the literature show that integration is achieved with the right tools, techniques and processes that coordinate between the tasks of the developers and designers and establish a focus on usability and on releasing working software. However, the accounts contain little and conflicting evidence for what constitutes the day-to-day work of Agile developers and UX designers in practical settings and as a result the utility of tools, techniques and processes for practice is not clear. Informed by the findings from the accounts in the literature and the studies of practice, five facets emerged as integral to an understanding of how the integration of Agile development and UX design is an on-going achievement in practice. These facets are (1) focus and coordination, (2) mutual awareness, (3) expectations about acceptable behaviour, (4) negotiating progress and (5) engaging with each other. The extent to which these facets enable integration, depend on contextual values concerning the combination of Agile development and UX design endorsed in the organisation. These findings serve to establish conditions which can constrain and enable Agile developers and UX designers in their integration work, while being sympathetic to the values embedded in the settings in which they work.
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Wirstad, Gustafsson Ella. "Defining and Evaluating Design System Usability for Improved Developer Experience." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-295151.

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The recent growth of the software industry has drawn attention to strategies aimed at improving collaboration within the development team. Shown to frequently encounter dilemmas associated with cross-disciplinary work are User Experience designers and software developers, whose effective collaboration are essential for the success of the development process. Design systems have evolved as a response to the demand for efficient collaboration as a collection of reusable patterns and documentation used to establish a common language within software development teams. The popularity of using design systems within software development projects has grown rapidly in recent years, but little research has yet been conducted on its usability in development work. The goal of this thesis is to study design systems from a developer perspective, and evaluate its ability to facilitate the collaboration within software development teams. By building upon previous work on developer experience, this study proposes a method for assessing design system usability from a developer perspective. In this study, participating software developers were tasked with implementing user interface design in code with the help of a design system, followed by interview questions based on the Cognitive Dimensions Framework. Thematic analysis was used to analyze the data. Results provide insights into design system usability and developer experience. Findings include aspects of design system usability in general, such as the importance of developers' autonomy and flexibility of the system, as well as implications from the tested method in particular, such as the relevance of context of implementation. The results implicated an inherent dilemma of approaching design system development through conventions and best practices rather than with a systems theory and systems thinking perspective.
Senaste tidens tillväxt inom mjukvaruutvecklingsindustrin har resulterat i ett ökat intresse för att effektivisera samarbetet inom utvecklingsteamet. Två yrkesgrupper som påvisats stöta på dilemman associerade med multidisciplinärt arbete är de som designar och utvecklar mjukvara, vars samarbete är avgörande för utvecklingsprocessens framgång. Designsystem har vuxit fram som ett svar på en ökad efterfrågan på effektivt samarbete som en samling återanvändbara mönster och dokumentation som syftar till att etablera en gemensam vokabulär och inom mjukvaruutvecklingsteam. Trots att användandet av designsystem inom mjukvaruutveckling har ökat under de senaste åren har inte mycket forskning gjorts på dess användbarhet i utvecklingsarbetet. Denna uppsats syftar till att studera designsystem från ett utvecklarperspektiv, och utvärdera dess förmåga att facilitera samarbetet inom mjukvaruutvecklingsteam. Genom att ta avstamp i tidigare forskning kring utvecklarupplevelse föreslår denna studie en metod för att bedöma användbarheten och utvecklarupplevelsen av ett designsystem. Deltagande mjukvaruutvecklare fick i denna studie i uppgift att implementera gränssnittsdesign i kod med hjälp av ett designsystem, följt av intervjufrågor baserade på ramverket för Cognitive Dimensions. Tematisk analys användes för att analysera data. Resultaten ger inblick i användbarhet och designsystem i allmänhet, så som vikten av utvecklarens autonomi och systemets flexibilitet, samt implikationer från det testade design systemet i synnerhet, så som implementationskontextens relevans. Resultaten antyder att det finns svårigheter med att närma sig mjukvaruutveckling med designsystem genom konventioner och god praxis snarare än med ett systemteoretiskt perspektiv.
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19

CHIU, REBECKA. "Exploring the Process of Developing a Visual Brand Language Focusing on Product Design." Thesis, KTH, Maskinkonstruktion (Inst.), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-190803.

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Denna uppsats undersöker hur processen ser ut för att ta fram ett varumärkesspecifikt formspråk. Ett behov av en strukturerad process kan urskiljas, och genom att förstå hur ett varumärkesspecifikt formspråk kan tas fram, finns möjligheten till en ökad vinst för företag samt att förstärka deras kundrelationer. Ett varumärkesspecifikt formspråk kan bidra till en närmare relation mellan företaget, dess produkter eller tjänster, och dess slutkunder, vilket ger en möjlighet att kommunicera externt och skapa en starkare position i kundernas medvetande. Studien fokuserar främst på ett specifikt företag, ROL Ergo, som är en av marknadens största leverantörer av höj- och sänkbara bordsstativ. Företaget har ännu inte utvecklat ett eget formspråk, men med sin tillväxt följer behovet av en enhetlig produktportfolio, det vill säga ett varumärkesspecifikt formspråk. Två frågeställningar har tagits fram och valts att bygga denna rapport runt. Dessa undersöker hur processen ser ut för att ta fram ett varumärkesspecifikt formspråk (med fokus på produktdesign) och vad det finns för möjligheter att ta fram ett varumärkesspecifikt formspråk och samtidigt uppfylla kundspecifika krav. Således är målet för examensarbetet att, bortsett från att besvara frågeställningarna, genomföra processen och därmed skapa ett varumärkesspecifikt formspråk för ROL Ergo och på så sätt adressera problemet med den bristande ingenkänningen av ROL Ergo som varumärke av deras slutkunder. För att uppnå dessa mål krävdes information både från ROL Ergo samt företag och personer med kunskap om processen. Denna information erhölls genom intervjuer med nyckelpersoner. För att gå in mer på djupet, samlades ytterligare information in genom litteraturstudier med grund i produktdesign i de teoretiska områdena produktutveckling, industriell design och marknadsföring. Resultatet pekar på en möjlighet att utveckla en standardiserad process för att ta fram ett varumärkesspecifikt formspråk. Baserat på litteraturstudierna samt datainsamlingen tycks processen bestå av tre steg, vilka är; definiera varumärket, definiera produkten och definiera formen. Efter validering av den föreslagna processen kan denna användas som grund för fortsatt forskning om framtagning av ett varumärkesspecifikt formspråk. Det kan finnas en möjlighet att utveckla processen på en mer detaljerad nivå och i användning av specifika metoder. Tillämpligheten av processen i olika företag bör även valideras. Processen ses som allmängiltig, med andra ord inte begränsad till specifika företag eller produkter. Trots att de intervjuade personerna var verksamma inom business-to-consumer området så tros processen vara tillämpbar äver för företag inom business-to-business området, men behovet av detta kan undersökas ytterligare. Bristen på information som kunde hittas om processer för att ta fram varumärkesspecifika formspråk samt resultaten från intervjuerna indikerar novation av resultatet angående processen i denna rapport.
This paper explores the process of developing a visual brand language. With the need for a structured process and the opportunity to both increase profit as well as creating a company-customer relation, understanding how a visual brand language is implemented becomes crucial. The visual brand language allows for a closer relation between the company, its products or services, and the end customer, enabling a firm to communicate and be recognized externally. This study focuses namely on one company, ROL Ergo, which is one of the world’s largest suppliers of custom-made ergonomic table stands. The company has not yet developed a visual brand language, but with its growth, there is an ascending need for consistency in the product portfolio, i.e. a visual brand language, with which the company can communicate in the market. Two research questions have emerged and are addressed throughout this thesis. These explore what the process of developing a visual brand language is (focusing on product design) and how to create a visual brand language and at the same time meet customer specific requirements.Thus, the objectives for the master thesis work are, apart from answering the research questions regarding the process of developing a visual brand language, to implement the process and hence, create a visual brand language for ROL Ergo and by doing so address their issue of not attaining the desired recognition by their end customers. To meet the objectives information was required both from ROL Ergo and companies with knowledge about the process. This information has been obtained by interviewing key people within the organizations. Additional data was obtained through literature studies to elaborate more in depth. The literature used had foundation in design drawn from theoretical fields of product development, industrial design and marketing. The result indicates that there are possibilities to acquire a standardized process that could be used to develop a visual brand language. Based on literature review and data collection the process consists of three major steps, which are; defining the brand, defining the product and defining the shape. Upon validation, this process serves as a basis for further research on the process of creating a visual brand language. There might be an opportunity in developing the process into a more detailed process with more specified methods to use. The process should also be validated further in terms of applicability for different companies. The process could be generally applicable, in other words not restricted to certain companies or products. Even though the interviewees were all in the business-to-consumer area, the process might be applicable even for suppliers or business-to-business companies but the need for it can be investigated further.
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20

Olsén, Emma. "Redesign of a website and visual brand language : Development of a new website and graphic profile for an energy efficiency company." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-83074.

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The project that is presented in this report is the result of a master thesis for the Industrial Design Engineering programme at Luleå University of Technology. The project was conducted towards and together with the company Leosol during the fall of 2020.  For the past couple of years, Leosol has invested time and money into online advertisement. Their advertisement generates a greater visit flow onto their website; however, it rarely produces any bookings of their services. Leosol wants to increase the number of bookings done through their website. This master thesis is conducted to contribute towards Leosol’s goal regarding the online bookings. Therefore, the focus of this project has been to strengthen Leosol’s brand by exploring options for a new graphic profile and a visual brand language. These brand tools were be implemented in a new website.  To achieve this, an altered version of IDEO’s Human-Centered Design process was implemented. By working close to the user, in this case, Leosol’s clients, the current issues and solutions was clarified. Throughout the process, the graphic profile and the wireframe was developed separately. In the last phase of the project, the two was combined into the final concept.  The project resulted in a repositioning of Leosol’s brand, creating a new, more professional tone. The graphic profile was summarized through a poster, describing the new logotype, colours, fonts, imagery and a short description of how to apply them.  This new graphic profile was applied onto the new wireframe, creating the final website. The layout of the website was developed so that the user can quickly identify Leosol’s identity and mission. By implementing a website that truly represents Leosol, there is a bigger chance that the number of bookings increase.
Projektet som presenteras i den här rapporten är resultatet av ett examensarbete för Civilingenjörslinjen Teknisk Design vid Luleå Tekniska Universitet. Projektet har drivits mot och i samarbete med energiföretaget Leosol under hösten 2020. Leosol har investerat både pengar och tid i annonsering online. Detta har genererat ett större besöksflöde, dock har det inte lett till en ökning av bokningar av deras tjänster. Leosol vill öka antalet bokningar som sker via deras hemsida. Detta examensarbete har utförts för att bidra till detta mål. Projektet har därför kretsat kring att förstärka Leosols varumärke genom att utforska olika alternativ till en ny grafisk profil och ett nytt visuellt varumärke. Dessa nya varumärkesverktyg kommer sedan att implementeras i en helt ny hemsida.  En variant av IDEO’s Human-Centered Designprocess har använts under projektet för att uppnå detta. Genom att arbeta nära och tillsammans med användaren, i detta fall Leosols kunder, har de nuvarande problemen samt olika lösningar förtydligats och identifierats. Under processen har den grafiska profilen och wireframen för hemsidan skapats separat. I sista fasen i projektet kombinerades dessa till det slutgiltiga konceptet. Projektet har resulterat i en ompositionering av Leosols varumärke genom att skapa en mer professionell ton. Den grafiska profilen har sammanfattats i form av en poster. Denna beskriver den nya logotypen, färger, typsnitt, bildspråk samt en kort instruktion som förklarar hur dessa bör appliceras.  Den nya grafiska profilen applicerades sedan på wireframen, för att skapa den slutgiltiga hemsidan. Hemsidans layout är skapad för att användaren ska snabbt kunna identifiera Leosol’s identitet samt deras tjänster. Genom att implementera en hemsida som verkligen representerar Leosol ökar chanserna för att antalet bokningar på deras hemsida stiger.
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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 information on user experience in ERP systems. The workshops were then evaluated with a new survey and focus groups. The results show that the participants thought the workshops had a positive effect on their ability to work with user experience. Heuristic evaluation and speed sketching were very well-received, and deemed easy to integrate with the everyday work. Ad hoc personas workshops should be conducted early in a project to have the best effect. Overall, the workshops increased the participants’ motivation for user experience work.
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22

Alexandersson, Nina, and Mimmi Kalin. "Hur kan Gina Tricots redan utarbetade CSR-arbete stärka företagets varumärkesimage?" Thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-16850.

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Corporate Social Responsibility, CSR, kan förklaras som ett företags frivilliga samhällsansvar, där grunden för ett lyckat arbete handlar om att finna balans mellan ekonomiskt, miljömässigt och socialt ansvarstagande. Företagen ska inte bara fokusera på dess lönsamhet, utan också bidra till etisk social och miljömässig förbättring, faktorer som idag har blivit en självklarhet för att bidra till en hållbar utveckling men också för att bygga, stärka och bevara varumärket. Ett varumärke anses ofta vara ett företags främsta tillgång vilket också kan skapa värde för ett företag och på så sätt ses som en konkurrensfördel. Företagets varumärkesimage är i sin tur kundens uppfattning om varumärket och är något kunden skapar på en egen hand. En varierande bild av företaget kan då uppstå, eftersom individer har olika uppfattningar om ett varumärke.Gina Tricot är det företag som ligger i fokus för studien då vi anser att de är ett välkänt varumärke inom fast fashion branschen. Fast fashion är en affärsstrategi vars mål är att reducera ledtiderna från idé till butik och strategin syftar till att tillfredsställa kundernas behov av de senaste trenderna på mycket kort tid.Syftet med rapporten är att få en fördjupad förståelse för vad CSR innebär men också hur CSR kan bidra med positiva effekter och gynna Gina Tricots varumärke och dess varumärkesimage. Rapporten har både kvalitativa och kvantitativa utformningar, där datainsamling har skett genom intervjuer med medarbetare på Gina Tricot och en marknadsundersökning utformad som en enkät till tänkbara konsumenter. Den insamlade empirin har analyserats utifrån de litterära och elektroniska källorna vi använts oss av samt vetenskapliga artiklar. Källorna har behandlat CSR, kundbeteende, varumärke, varumärkesimage och fast fashion branschen. Vi kan utifrån resultatet urskilja en något motsägelsefull ställning till hållbarhet och miljömedvetenhet. Att intresset och den rätta attityden finns framkommer i resultatet, men då ingen av respondenterna anser att man medvetet väljer etiskt och ekologiskt tillverkade plagg, framkommer det även att det finns en problematik och ett glapp mellan attityd och handling. Ytterligare en slutsats vi kan dra utifrån empirin är att CSR kan ge både positiva och negativa effekter på ett företag, där det är viktigt för ett företag att se CSR som ett strategiskt tillbehör till den övriga affärsverksamheten och inte som en genväg till framgång. För att Gina Tricots CSR-arbete ska kunna stärka deras varumärkesimage, krävs både ett välutarbetat CSR arbete men också att Gina Tricot är medvetna om kundernas upplevda varumärkesimage.Corporate Social Responsibility, CSR, can be explained as a company´s willingness to contribute in society where the foundations for a successful job is about finding the balance between economic, environmental and social responsibility. Companies must not only focus on its profitability, but also contribute to ethical social and environmental improvement, factors which has become second nature to contribute to sustainable development but also to build, strengthen and maintain the brand. A trademark is often considered a company's greatest asset, which can also create value for a company and thus be seen as a competitive advantage. The company's brand image is the customer's perception of the brand and is something the customer creates on his own. A different picture of the company may then occur because individuals have different perceptions about a brand.Gina Tricot is the company that is the focus of this study since we believe that they are a well-known brand within the fast fashion industry. Fast fashion is a business strategy that aims to reduce lead times from concept to store and a strategy aimed at satisfying customer needs for the latest trends in a very short time.The purpose of this report is to gain a deeper understanding of what CSR means but also how CSR can contribute to a positive impact and benefit the Gina Tricots brand. The report has both a qualitative and quantitative design where data collection was done through interviews with employees at Gina Tricot and a market research designed as a survey for potential consumers. The collected empirical data is analyzed from literature, scientific articles and electronic sources. The sources have dealt with CSR, customer behavior, brand, brand image and the fashion industry.We can discern from the results somewhat contradictory position on sustainability and environmental awareness. That the interest and the right attitude is evident in the results, but none of the respondents consider to deliberately choose ethically and ecologically produced clothing, it becomes clear that there is a problem and a gap between attitude and action. Yet another conclusion we can draw from the empirical data is that CSR can give both positive and negative effects on a company, where it is important for a company to see CSR as a strategic tool to the rest of the business and not as a shortcut to success. If Gina Tricots CSR work is to strengthen their brand image, it requires both a well-defined CSR work but also that Gina Tricot is aware of customers' perceived brand image.
Program: Butikschefsutbildningen
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Vogel, Marlene, Mathias Willner, Christian Wölfel, and Jens Krzywinski. "User Experience Design für Sicherheitstechnik: Ansatz und Methodik bei Dräger Safety." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2019. https://tud.qucosa.de/id/qucosa%3A36921.

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Bei der Produktentwicklung von B2B-Produkten erhält das Nutzererleben (User Experience – UX) eine zunehmende Bedeutung (Lu & Roto 2015, Wölfel et al. 2016, Platz et al. 2018, Zeiner et al. 2018, Wölfel & Krzywinski 2019a, b). Dies gilt auch für die Angebote des Unternehmensbereichs Sicherheitstechnik von Dräger. Das Unternehmen entwickelt u. a. Produkte für die Feuerwehr, die chemische Industrie oder den Bergbau (Abbildungen 1 und 2). Das Ziel sind sicher, effizient und zufriedenstellend zu bedienende Produkte, Software und Services. Im Rahmen der kontinuierlichen Nutzer- und Kundenevaluation stellt sich eine gute Usability und User Experience als immer wichtiger werdende Anforderungen heraus, welche es zufriedenstellend zu erfüllen gilt. Sie haben zunehmend Einfluss auf die Kaufentscheidung von Anwendern und Kunden in der Sicherheitstechnik. Die Produkte heben sich nicht mehr allein durch ihre Funktionalität vom Wettbewerb ab. Um den nutzer- und kundenorientierten Anforderungen über den gesamten Produktlebenszyklus in Zukunft noch besser gerecht zu werden, wurden die aktuellen Prozesse analysiert und der Produktdesignprozess hin zu einem nutzerzentrierten UX-Design-Prozess reformiert. Dabei ist die Integration von UX Research und Design in die Produktentwicklung einer der wichtigsten Bestandteile.
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Thorsén, Amanda. "Packaging Design for E-commerce : Development of a secondary packaging with focus on easy handling and creating a positive unboxing experience." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-71314.

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The e-commerce is an area that has grown considerably in recent years and continues to grow at a rapid pace. It is thereby becoming more and more important for com-panies to distinguish themselves amongst others, not least when it comes to getting customers to return for a second purchase. A good way to do this is to create a posi-tive experience for consumers. As the interaction with the customers has shifted from physical meetings to a computer screen through the spread of online retail, it is im-portant to nourish the few encounters that remain. An important point of interaction is the receiving of purchased goods. The packaging in which the goods are shipped, is thus an important source of communication to the customer, and a perfect means of displaying the company values. This thesis project aims at examining how an optimal packaging for this area can be created, and this was done in collaboration with Arcwise, a SCA business unit, who works with a special type of corrugated cardboard that allows for the production of rounded shaped packages. During the contextual work of this project, where a basic analysis of the market was made, a number of needs could be established. To be able to create a positive user experience and thus a competitive edge in the market, these needs must be fulfilled by packages made for shipping online-bought items. Following these needs, the project’s design phase was carried out with the aim of creating a packaging solution by using the corrugated board developed by Arcwise. This work was done by using creative methods such as brainstorming, workshop and prototyping. To evaluate the ideas, a weighting against criteria was done, and tests were made when the packaging concepts were shipped from Sundsvall to Luleå, to test their durability. Six concepts were narrowed down to a final package, which clearly exhibits the prop-erties of the material. It was designed with the aim for easy folding and packing, and to create a positive unboxing experience for the end customer.
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25

Melvin, Rebecca. "Site as playground: expanding the experience of play." Kansas State University, 2012. http://hdl.handle.net/2097/13754.

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Master of Landscape Architecture
Department of Landscape Architecture
Katie Kingery-Page
Encouraging creativity is an important part of a child’s education and often not adequately supported by outdoor school environments. Contemporary playgrounds are designed in response to perceptions of liability and a limited interpretation of child development. Prefabricated plastic constructions and expanses of asphalt are poor initiators of creative expression. This project proposes a more stimulating, artistically crafted alternative to the typical playground. Beginning with documented research of play, the project layers psychology, education and humanities to form an understanding of how formal space affects human experience. More specifically, poetry, land art, sculpture, narrative and character studies inform the design solution for a 6.4 acre site at Northview Elementary School in Manhattan, Kansas. Integrated design provides children a meaningful experience of space and direct contact with nature. This design encourages imaginative and creative play, expanding the experiential quality of a contemporary playground.
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Clark, Valjean. "Exploring design and product development data in high-tech companies using data visualization." Thesis, Uppsala universitet, Människa-datorinteraktion, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-206685.

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In high-tech companies, user experience has become an important part of data-driven product development, but unfortunately the artifacts created by user experience work are often stored in disparate documents and databases, and it is difficult to get a big picture of all the artifacts that have been created and how they relate to each other and to other product development data. Data visualization is one way to approach solving these issues, but how can this data be presented to users in a meaningful way such that both the artifacts and the relationships between them are understood? Three hierarchical data visualizations - partition, sunburst, and zoomable treemap - were built around some early product development data. These visualizations were tested in a comparative exploratory usability test with six users to find how well users understood the data and the relationships between the data. The most significant results were that most users did not know how to interact with the partition and sunburst visualizations until prompted to do so, users had a difference in understanding the data between the sunburst and partition visualization, and some techniques worked very well to keep users oriented while others did not. Future work should first focus on adding a creative element to the tool, where data can be added and relationships can be built in the visualization itself, and then focus on testing the tool again with a more specific audience of strategic planners, UX designers, and requirements engineers.
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Ljunggren, Robin. "The focus on Usability in Agile development : A case study examining Design principles effect on Usability in Agile development." Thesis, Uppsala universitet, Institutionen för informatik och media, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-265511.

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This study examines how Design principles affect the view of Usability in Agile development. This case study has been conducted together with Uppsala Municipality’s Development department. The Design principles from Användningsforum and Government Digital Service are studied together with Agile development strategy to determine the influence on Usability. This is an empirical inductive study where data is collected and analyzed so that a theory may be presented. The thesis is based on qualitative data gathered from Uppsala Municipality’s development project and focus on the experience and attitude of the developers in the department. Data is collected through interviews and observations of the team members. Data is analyzed with Grounded theory approach. From the results it is concluded that the Design principles influence members of the department's awareness and focus on Usability when work with Agile development project.
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Pakanen, M. (Minna). "Visual design examples in the evaluation of anticipated user experience at the early phases of research and development." Doctoral thesis, Oulun yliopisto, 2015. http://urn.fi/urn:isbn:9789526210605.

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Abstract User experience research has focused mainly on understanding user experiences during or directly after use. However, studies that focus on anticipated user experiences are scarce. Different methods and metrics have also been developed to measure user experience, but only a few are suitable for evaluating visual user interface design in an anticipated use situation. Moreover, these methods do not provide guidance on how to create suitable examples for research. This thesis investigates how anticipated user experiences, needs, and wishes for visual user interface design can be studied in the early development phase. Furthermore, it investigates how visual design examples can be created and used in these studies as well as their benefits. To answer these questions, it was necessary to create and evaluate prototypes and visual design examples in the user early development phase user experience studies. The examples allowed the study of how interactive elements of user interfaces should be visually designed to draw users’ attention to them. In addition, the thesis explains the means of increasing the visibility of an interactive object and the impact of its use context on its visual design. A constructive design research approach is used in this thesis. The research material is compiled from the artifacts and results of the seven user studies. The main data collection and analysis methods are qualitative, supported with some quantitative methods. The main contribution of this thesis is a practical EDE method for creating visual design examples and evaluating them in early development phase anticipated user experience studies focused on the visual design of a user interface. The second contribution of this thesis is user experience-based preliminary suggestions for the design of interactive elements within the studied user interfaces. The findings are useful for both practitioners and researchers dealing with user experience and visual user interface design
Tiivistelmä Käyttäjäkokemustutkimus on keskittynyt käyttäjien kokemuksiin varsinaisen käytön aikana tai heti sen jälkeen. Kiinnostus ennakoidun käyttäjäkokemuksen tutkimukseen ennen käyttötilannetta on herännyt vasta hiljattain. Käyttäjäkokemuksen arviointi- ja mittausmenetelmiä on kehitetty paljon, mutta vain harvat niistä sopivat visuaalisen käyttöliittymäsuunnittelun tutkimiseen ennakoidussa käyttötilanteessa. Menetelmät eivät myöskään opasta arviointiin sopivien visuaalisten esimerkkien suunnittelussa. Tutkielmassa selvitetään, miten käyttäjien ennakoituja kokemuksia, tarpeita ja toiveita visuaalisesta käyttöliittymäsuunnittelusta voidaan tutkia tuotekehityksen alkuvaiheessa. Lisäksi selvitetään, kuinka visuaalisia esimerkkejä voidaan luoda ja käyttää alkuvaiheen ennakoidun käyttäjäkokemuksen arvioinneissa sekä pohditaan niiden etuja tutkimuksille. Jotta näihin kysymyksiin voidaan vastata, täytyi luoda prototyyppejä ja visuaalisia esimerkkejä sekä arvioida niitä käyttäjätutkimuksissa. Esimerkkien avulla tutkitaan, miten vuorovaikutteisia käyttöliittymäelementtejä tulisi visuaalisesti esittää, jotta käyttäjä erottaisi ne muusta sisällöstä. Lisäksi selvitetään, miten elementin vuorovaikutteista ilmettä voitaisiin vahvistaa sekä arvioidaan sovellusympäristön vaikutusta elementin visuaaliseen esittämiseen. Tutkimuksen lähestymistapa on konstruktiivinen suunnittelun tutkimus. Aineisto muodostuu artefakteista ja seitsemän käyttäjäkokemustutkimuksen tuloksista. Tutkimusten tiedonkeruumenetelmät ja aineiston analyysimenetelmät ovat laadullisia. Lisämenetelminä on käytetty myös määrällisiä mittareita ja analyysimenetelmiä. Tutkielman päätulos on käytännöllinen EDE-menetelmä, joka on tarkoitettu visuaalisten esimerkkien luontiin ja arviointiin alkuvaiheen ennakoiduissa käyttäjäkokemustutkimuksissa, jotka keskittyvät tuotteen visuaaliseen suunnitteluun. Tutkielman toinen tulos on käyttäjäkokemuspohjaiset alustavat suositukset tutkittujen käyttöliittymien vuorovaikutteisten elementtien visuaaliseen suunnitteluun. Tulokset palvelevat visuaalisen käyttöliittymäsuunnittelun tai käyttäjäkokemuksen parissa työskenteleviä tutkijoita ja teollisuuden ammatinharjoittajia
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29

Axelsson, Edgar. "Building experience for Seichi Junrei "Anime pilgrimage"." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20514.

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Despite growing as a new popular facet of tourism in Japan, Seichi junrei is still niche and largely undocumented, stifling both the experiences of participants as well as the opportunities in the tourism industry. The tourism industry is changing and always trying to improve but lacks a personal touch. According to studies, the tourism industry focuses more on mainstream tourism than it does on niche tourism. Seichi junrei community issues are not being heard by the tourism industry; There are no user-friendly platforms available for the subculture to contribute towards tourism. This text explores the development of tourism and improving the experiences of tourists participating in the phenomena known as seichi junrei. Seichi junrei is explored through ethnography to create bonds. Together as a team of voluntary participants, through participatory design challenges the current problems with tourist experiences and improves them through digital tourism. The thesis creates a community and a platform that solves the user experience problems of seichi junrei. Seichi junrei becomes a guide for new fans where everyone can work as a community and help evolve the tourism phenomena of seichi junrei.
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30

Marais, Craig. "Guidelines for the use of the Indie approach in game development projects in the context of a capstone experience." Thesis, Nelson Mandela Metropolitan University, 2013.

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This research addresses the challenges associated with the supervision of game development projects as part of a capstone experience. The context of this research is the capstone experience as undertaken by third year software development students who have chosen to develop a game for their project at the School of Information and Communication Technology (ICT) at the Nelson Mandela Metropolitan University (NMMU). This research begins by determining the curricular requirements with respect to the capstone experience for Information Technology (IT) qualifications. This is done by investigating the applicable documentation at the international, national and departmental levels. The position of game development as a sub-category of software development is established and the Indie paradigm is investigated as a further sub-category of game development. Furthermore, the Indie paradigm is investigated through in-depth analyses of the techniques used in the development of ten Indie games. This investigation serves to identify the commonly used techniques in the Indie paradigm. The research presents a case study of the game development projects at the School of ICT at the NMMU for the period from 2009 to 2013. This case study combined with the techniques identifed from the Indie paradigm forms the basis of the guidelines presented by this research. The guidelines are subject to a review by an industry expert. The review takes the form of an expert interview, which serves to verify the guidelines. This research concludes by demonstrating alignment with the objectives it set out to achieve and motivating the success of the research conducted.
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31

Karahanoglu, Armagan. "A Study Of Consumers." Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12609730/index.pdf.

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Product experience is a multi&
#8208
dimensional user&
#8208
product interaction, which includes the user&rsquo
s emotional aspects. Emotional experience is a component of product experience which comprises the emotions elicited by the brands and products of the brand. This study investigates the relationship between brand and product emotions and the qualities of products that evoke these emotions. The presented study was mainly based on literature review and empirical study. First, psychological background of emotions was reviewed to explain the process underlying these emotions. Then, emotions of users were investigated from design and marketing perspectives. The literature review was then supported by the data collected through the findings of the empirical study. The empirical study aimed at examining the relationship between emotions of users, product qualities and brand of the product. One product of five different brands were shown to the participants and each participant was asked to rate their emotions. Each participant was shown one set of products (i.e. iron), and each set was consisted of original (O), mixed (M) brand names or no brand name (N). The results of 105 participants were evaluated using statistical analyses and content analyses methods. The data analyses were undertaken separately for each of the product groups, with the findings for each group then being cross&
#8208
compared using SPSS software. The aim was to elicit information on possible relations between brands that form certain impressions of, and emotions towards products bearing their brand name, plus the change in negative/positive emotions associated with each iron across the three groups. The results give valuable insights into the practical impact of branding, product identity and product emotions. The study also extends the understanding of how branding affects people&rsquo
s emotional responses to consumer products.
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32

Jin, Youbei. "Integration and assessment of streaming video content and API development into a spaced repetition service." Thesis, KTH, Radio Systems Laboratory (RS Lab), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-142481.

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There are a lot of spaced repetition system based online learning services available nowadays, but none of them are popular or widely accepted as a good means for studying. The problem of these services is, instead of exploiting and utilizing the possibility of modern technology, they simply brought this old school learning method to the web as an application with exactly the same experience as one could have with textbooks and flash cards. This master’s thesis project concerns Sharplet, a spaced repetition system based web service, who is trying to stand out by offering some features that none of the other comparable services have. One of these features is the integration of YouTube video clips, so that in addition to text and pictures, study materials may now include both audio and video material. This thesis begins by reviews spaced repetition systems in general, and then focuses on some of the existing services and how to provide a better service. Next the thesis describes the design, implementation, and evaluation of a new service that includes both audio and video content. The main practical result of this master’s thesis project is a working prototype audio and video enabled spaced repetition based service. Unfortunately, the actual performance of this prototype is unacceptable, hence there is a need to improve its performance before it can be integrated with the production spaced repetition system.
Det finns en hel del repetitionssystem baserat online- lärande tjänster som finns idag, men ingen av dem är populära och allmänt accepterat som ett bra sätt för att studera. Problemet med dessa tjänster är, i stället för att utnyttja och utnyttja möjligheten till modern teknik, de helt enkelt fört din gamla inlärningsmetod för webben som ett program med exakt samma upplevelse som man kunde ha med läroböcker och flash-kort. Denna magisteruppsats projektet gäller Sharplet, ett repetitionssystem baserat webbtjänst, som försöker sticka ut genom att erbjuda vissa funktioner som ingen av de andra jämförbara tjänster har. En av dessa funktioner är att integrera YouTube- videoklipp, så att förutom text och bilder, samt ljud och video både är nu tillgänglig för läromedel. Detta examensarbete recensioner repetitionssystemi allmänhet, fokuserar sedan på några befintliga tjänster och hur man kan ge bättre service. Den största utmaningen kommer att undersöka YouTube API och studera användarbeteendeför att ge en bättre användarupplevelse. Det viktigaste resultatet av detta examensarbete är en fungerande prototyp av en ljud -och video aktiverat repetitionsbaserad tjänst. Tyvärr är det faktiska utförandet av denna prototyp oacceptabelt, därför finns det ett behov av att förbättra sina resultat innan den kan integreras med tillverkningen fördelade upprepning systemet.
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33

Eriksson, Anna, and Caroline Nilsson. "Att skapa en multisensorisk sinnesupplevelse : En marknadsföringsstrategi för detaljhandelsföretag." Thesis, University of Kalmar, Baltic Business School, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hik:diva-2462.

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Uppsatsens syfte är att analysera och diskutera varför och på vilka sätt ett detaljhandelsföretag bör erbjuda kunden en multisensorisk varumärkesupplevelse. Uppsatsen kommer att ge företag ökad förståelse för Sinnesmarknadsföring och vad det får för konsekvenser vid utformandet av servicelandskapet.

Vi har använt oss av både en kvantitativ och en kvalitativ metod. Den kvantitativa metoden innebar ett experiment där vi undersökte doft- och ljudets påverkan på kundbeteendet. Experimentet utfördes på en utvald yta på EM Kalmar Severins i samband med den specifika produktgruppen soffa. Den kvalitativa undersökningen genomfördes med observationer, 15 kundintervjuer samt en intervju med varuhuschefen.


This paper aims to analyze and discuss why and how a retail company should create a multisensory brand experience. The paper will give a greater understanding regarding sensory marketing and which the consequences may be considering the design of the servicescape.

We have used both a quantitative and a qualitative approach. The quantitative research consists of an examination of the olfactory and the auditory influence on customer behavior. The experiment was performed in a selected area at EM Kalmar Severins focusing on the specific product group sofas. The qualitative survey consists of observations, 15 customer interviews and an interview with the store manager.

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Kannan, Govindan. "A Methodology for the Development of a Production Experience Database for Earthmoving Operations Using Automated Data Collection." Diss., Virginia Tech, 1999. http://hdl.handle.net/10919/28065.

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Automated data acquisition has revolutionized the reliability of product design in recent years. A noteworthy example is the improvement in the design of aircrafts through field data. This research proposes a similar improvement in the reliability of process design of earthmoving operations through automated field data acquisition. The segment of earthmoving operations addressed in this research constitutes the truck-loader operation. Therefore, the applicability of this research extends to other industries involving truck-operation such as mining, agriculture and forest logging and is closely related to wheel-based earthmoving operations such as scrapers. The context of this research is defined by data collection needed to increase the validity of the results obtained by analysis tools such as simulation, performance measures and graphical representation of variance in an activity's performance, and the relation between operating conditions and the variance in an activity's performance. The automated cycle time data collection is facilitated by instrumented trucks and the collection of information on operating conditions is facilitated by image database and paper forms. The cycle time data and the information on operating conditions are linked together to form the experience database. This research developed methods to extract, quantify and understand the variation in each component of the earthmoving cycle namely, load, haul and return, and dump activities. For the load activity, the simultaneous variation in payload and load time is illustrated through the development of a PLT (PayLoad Time) Map. Among the operating conditions, material type, load area floor, space constraints and shift are investigated. A dynamic normalization process of determining the ratio of actual travel time to expected travel time is developed for the haul and return activities. The length of the haul road, sequence of gear downshifts and shift are investigated for their effect on the travel time. The discussion on the dump activity is presented in a qualitative form due to the lack of data. Each component is integrated within the framework of the experience database. The implementation aspects with respect to developing and using the experience database are also described in detail. The practical relevance of this study is highlighted using an example.
Ph. D.
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35

Shah, Naeem Ul Hassan. "Adoption of Usability Evaluation Methods in Web Development." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3091.

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World Wide Web has attained a significant role in the communication, information sharing and services delivery within some years. The web based applications now contains the information for different organizations, academics, medical and many more. Online business in the form of E-commerce is widely using the concepts of web based business very efficiently. Due to wide use of web applications, the usability and User Experience (UX) play important roles. The organizations often concentrate less on usability evaluation of web applications due to which the users encounter problems while using the product like page loading time, accessibility, font size etc. The bad usability influences the user experience. Usability evaluation of web application helps the companies to develop more user friendly and accessible products which also improve the market positions of their products. There are different Usability Evaluation Methods (UEMs) which can be used to evaluate the product. The appropriate UEM at appropriate time during product development ensures the high quality of product. Due to different definitions of usability and UX it is difficult to evaluate the usability and UX. Furthermore there are some organizational issues like time to market, evaluator's expertise, budget etc which restrict the deployment of UEMs in web development. This thesis study is focused on the identification of different definitions of Usability and UX. The relationship between Usability and UX is also investigated. Interviews are conducted in order to identify the factors which restrict the adoption of UEMs. The results of interview are analyzed by using Grounded Theory. Some recommendations are given on the basis of empirical study that how appropriate usability inspection method(s) can be adopted during the product development.
World Wide Web har uppnått en betydande roll i för kommunikation, informationsutbyte och tjänster leverans inom några år. Den web-baserade applikationer nu innehåller information för olika organisationer, akademiker, läkare och många fler. Online-verksamhet i form av e-handel är allmänt använda begreppen webbaserade business mycket effektivt. På grund av omfattande användning av webbapplikationer, användbarhet och User Experience (UX) spelar en viktig roll. Den organisationer koncentrera ofta mindre på användbarhet utvärdering av webbapplikationer beror på vilken användare stöter på problem när du använder produkter som är likadana sidan lastande tid, tillgänglighet, textstorlek etc. dåliga användbarhet påverkar användarupplevelsen. Användbarhet utvärdering av webbprogram hjälper företag att utveckla mer användarvänliga och lättillgängliga produkter som förbättrar också marknadspositioner produkter. Det finns olika Usability Evaluation Methods (UEMS) som kan användas för att utvärdera produkten. Den lämplig UEM vid lämplig tidpunkt under produktens utveckling säkerställer en hög kvalitet på produkten. Grund olika definitioner av användbarhet och UX det är svårt att utvärdera användbarheten och UX. Vidare finns Vissa organisatoriska frågor som tid till marknaden, Utvärderarens kompetens, budget etc. som begränsar utplacering av UEMS inom webbutveckling. Här avhandlingen Studien är inriktad på identifiering av olika definitioner av användbarhet och UX. Den Förhållandet mellan Användbarhet och UX är också undersökts. Intervjuerna är gjorda för att identifiera de faktorer som begränsar införandet av UEMS. Resultaten av intervjun analyseras med hjälp av Grounded Theory. Vissa rekommendationer ges på grundval av empiriska studie att hur lämpliga användbarhet kontrollmetod (s) kan antas under produktutvecklingen.
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36

Stelzer, Ralph H., and Jens Krzywinski. "Entwerfen Entwickeln Erleben in Produktentwicklung und Design 2021." TUDpress, 2021. https://tud.qucosa.de/id/qucosa%3A74908.

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Die Konferenz Entwerfen Entwickeln Erleben bietet zum fünften Mal ein national einzigartiges fachübergreifendes Konferenz- und Ausstellungsformat an den Schnittstellen von Produktentwicklung und Industriedesign. Die fortschreitende Integration digitaler Technologien im Bereich Produktentwicklung und Industriedesign führt gerade zu einer massiven Transformation der Arbeitsprozesse und hin zu einer enormen Erweiterung von Möglichkeiten –angefangen von der Digitalisierung des Produktentstehungsprozesses mithilfe von Methoden und Techniken des Systems Engineering, über die Vernetzung und Automatisierung von Produktionsanlagen und Produkten, Predictive Maintenance durch digitale Zwillinge bis hin zur nachhaltigen Produktion vollständig recyclebarer Güter. Hinsichtlich der Einreichung sind Schnittstellen mit folgenden aktuellen Schlüsselthemen von besonderem Interesse: Virtuelle Methoden in der Produktentwicklung: Mit Blick auf den Lebenszyklus der Produktentwicklung stehen die digitalen Möglichkeiten bezüglich Innovation, Design und Umsetzung im Vordergrund. Wie können beispielsweise Daten über Produkte und deren Nutzung in Simulationen in Echtzeit zusammengestellt, zielgerichtet variiert und ausgewertet werden? Wie können digitale Tools in der Innovationsphase helfen, verteilte Informationen und Ideen zu sammeln und zu strukturieren? Ein besonderer Fokus liegt dabei auf dem Umgang und Einsatz des Systems Engineering, von Methoden der künstlichen Intelligenz und des machine learning. Mensch-Maschine-Interaktion: Mit der Weiterentwicklung der Automatisierung hin zur umfassenden Kooperation von Mensch und Technik bis hinein in Produktentwurf und -entwicklung stellt sich die Frage, wie diese zukünftige Partnerschaft durch nutzerzentrierte Designs gestaltet werden soll? Welche Zwischenschritte und Zugänge sind notwendig, um Interfaces zum Beispiel via VR/AR so adaptiv und lernförderlich wie möglich zu gestalten und zugleich notwendige Grenzziehungen zwischen Mensch und Maschine zu definieren? Kollaboration: Produktentwicklung und -design leben von kreativem Zusammenwirken. Wie kann diese Kreativität durch Methoden, Arbeitsumgebung und digitale Tools unterstützt werden? Lassen sich Kreativität und Serendipität messen und entsprechend planen? Welche Rolle spielt Kollaboration bei der agilen Produktentwicklung und bei der Organisation von umfangreichen Partner-Ökosystemen? Und wie lässt sich zum Beispiel die Zusammenarbeit in Design Teams auf die universitäre Lehre übertragen? Nachhaltigkeit/Transfer: Zentral für neue Produkte ist die Verbindung zur Gesellschaft im Allgemeinen und zur Nutzer- bzw. Anspruchsgruppe im Speziellen. Gerade mit Blick auf nachhaltige Produkte mit einem möglichst langen Lebenszyklus sind datengetriebene Analysen zum Nutzerverhalten genauso zentral wie die passgenaue Entwicklung und Planung für eine ressourcensparende Produktion. Dies sind alles wesentliche Bestandteile der additiven Fertigung und späteren Rekonfigurationen. Hierfür ist es unabdingbar Kategorien der Materialwissenschaften, Kreislaufwirtschaft und neueste Ansätze der Produktentwicklung miteinander zu verknüpfen, um die Effizienz der Entwicklung und die Nachhaltigkeit der Produkte gleichzeitig zu steigern.:Digitalisierung der Engineering Prozesse durch System Lifecycle Management (SysLM) Martin Eigner 11 Umgang mit Marktunsicherheiten in der Zielsystementwicklung: Methode zur Reduktion von Definitionslücken bei der Konkretisierung des Initialen Zielsystems Valentin Zimmermann, Christoph Kempf, Leo Hartmann, Nikola Bursac, Albert Albers 21 Digitale Lösungssammlung von Konstruktionsprinzipien für die Agile Entwicklung von Leichtbaustrukturen für Luftfahrzeuge Jutta Abulawi, Maximilian Weigand 35 Ansatz zur Erarbeitung einer Methodenauswahl für nachhaltige Produktentwicklung in KMUs Björn Ragnar Kokoschko, Laura Augustin, Christiane Beyer, Michael Schabacker 49 Kontrollierte Fragebogenentwicklung zur Messung erlebter Qualität von Produkten der Dräger Safety auf haptischer, optischer und akustischer Ebene Julia Schneider, Christian Wölfel, Sarah Wandel, Michael Richenberger 59 Was können wir von Ablehnung lernen? Eine Befragung von NichtnutzerInnen im Kontext einer Produktentwicklung Laura Augustin, Sabrina Pfrang, Björn Kokoschko, Andrea Wolffram, Michael Schabacker 71 Digitale Landwirtschaft und das User-Interface – eine Herstellersicht Michael Jendis 85 Data Model Canvas für die IT-System-übergreifende Integration von Datenmodellen zur Unterstützung von Datenanalyse-Anwendungen im Produktlebenszyklus Thomas Eickhoff, Andreas Eiden, Jonas Gries, Jens C. Göbel 99 Montagegerechte Gestaltungsrichtlinien mittels Deep Learning Johanna Gerlach, Alexander Riedel, Seyyid Uslu, Frank Engelmann, Nico Brehm 111 Hybride Simulationstechnik – Prototypenerkenntnisse in den Produktneuentwicklungsprozess einbinden Dennis Kaczmarek, Armin Lohrengel 123 Zeitliche und inhaltliche Konvergenz der Lösungsfindung als zentrale Herausforderung in Hybriden Produktentwicklungsprozessen – eine Empirische Analyse von Stanfords ME310-Prozessmodell Frank Koppenhagen, Tim Blümel, Tobias Held, Christoph Wecht 137 Better Change a Running System – Implementierung von Innovations- und Nachhaltigkeitsprozessen in Entwicklungsabteilungen Oliver Keller, Paul Stawenow, Marco Kapetan 155 User Research im Zukunftsorientiertem Design-Thinking: Eine Ganzheitliche Methode für das Stakeholder-Management in der Service-Optimierung Mehdi Mozuni, Maren Ohlhoff, Gerhard Glatzel 163 Virtual-Reality-Umgebung für die Visualisierung von Entwicklungszielgrößen auf Basis des Referenzsystems im Modell der PGE – Produktgenerationsentwicklung Felix Pfaff, Simon Rapp, Albert Albers 175 Ausarbeitungsleitfaden für Nutzerstudien zur Evaluation von XR-Interfaces in der Produktentwicklung Jakob Harlan, Benjamin Schleich, Sandro Wartzack 189 Textile Engineering ›SurFace‹: Oberflächenentwurf von der taktilen zur grafischen zur taktilen Erfahrbarkeit im Design Engineering der Zukunft Marina-Elena Wachs, Theresa Scholl, Gesa Balbig, Katharina Grobheiser 201 Effiziente und Robuste Entwicklung komplexer Faserverbund-Triebwerkstrukturen Sebastian Spitzer, Fabian Folprecht, Alrik Dargel, Christoph Klaus, Albert Langkamp, Maik Gude 215 Maschinenkonzept zur additiven Fertigung großdimensionierter Titan-Bauteile Andreas Kalb, Florian M. Dambietz, Peter Hoffmann 227 VIKA – Konzeptstudien eines virtuellen Konstruktionsberaters für additiv zu fertigende Flugzeugstrukturbauteile Johann Steffen 237 Entwicklung einer agil-strukturierten Prozesslösung mittels ASD – Agile Systems Design für das technische Änderungsmanagement im After Sales eines OEM der Automobilindustrie Jonas Heimicke, Sascha Pfau, Linda Vetten, Albert Albers 255 Methoden für die durchgängige Anwendung einer EBOM mithilfe klassenbasierter Substitutionsobjekte Jonathan Leidich, Peter Robl, Julien Raphael Mrowka 271 Anforderungsmanagement in der Agilen Entwicklung Mechatronischer Systeme – ein Widerspruch in sich? Nikola Bursac, Simon Rapp, Lukas Waldeier, Steffen Wagenmann, Albert Albers, Magnus Deiss, Volker Hettich 283 Akzeptanzanalyse zum Einsatz von Hybriden Prototypen und Extended Reality in der Produktentstehung Liesa Zimmermann, Kathrin Konkol, Elisabeth Brandenburg, Rainer Stark 297 Interdisziplinäre Produktentwicklung – Beschreibung einer Kooperation aus Industrie, angewandter Forschung und Technischem Design zur Realisierung einer assistierenden Roboterzelle Christian Hermeling, Johannes Abicht, Thomas Theling, Ralf Hock 309 Szenarien Machen Mögliche Zukünfte Erlebbar – Szenen eines Forschungsvorhabens Maren Ohlhoff, Mehdi Mozuni, Gerhard Glatzel 323 3D-volldigitalisierte Behandlungsplanung bei Lippen-Kiefer-Gaumenspalten (LKGS-3D) Christiane Keil, Dominik Haim, Ines Zeidler-Rentzsch, Franz Tritschel, Bernhard Weiland, Olaf Müller, Thomas Treichel, Günter Lauer 335 Beam-colored Sketch and Image-based 3D Continuous Wireframe Reconstruction with different Materials and Cross-Sections Martin Denk, Klemens Rother, Kristin Paetzold 345 Diskussionsbeitrag zu einem methodischen Ansatz für Entscheidungen in Zielkonflikten während der Konzeptphase der Entwicklung automatisierter Produktionsanlagen Peter Lochmann, Jens-Peter Majschak 355 Generieren lastgerechter Materialparameter für FEM-gestützte Umformprognosen – am Beispiel von Karton Verbundmaterialien Toma Schneider, Antje Harling, Frank Miletzky 371 Erweiterte Analyse ausgewählter Schwingungsphänomene mit dem C & C²-Ansatz am Beispiel einer Einscheibentrockenkupplung Peter M. Tröster, Thomas Klotz, Simon Rapp, Yulong Xiao, Sascha Ott, Albert Albers 383 Ein Klassifizierungssystem für Industrielle Augmented Reality Anwendungen Jan Luca Siewert, Matthias Neges, Detlef Gerhard 401 Nutzerzentrierte Entwicklung einer ortsunabhängigen Maschinenabnahme mittels Augmented Reality Nedim Kovacevic, Jantje Meinzer, Rainer Stark 417 Augmented Reality als intuitive Benutzungsschnittstelle für das Roboterprogrammieren Carolin Horn, Christoph-Philipp Schreiber 431 Design von Produkt-Dienstleistungssystemen für Kreislaufwirtschaft Ursula Tischner 443 Nachhaltigkeit: Avoiding Design – Warum gutes Design kein Design ist und auch das Nicht-Designen und Vermeiden von Produkten Gestalterhandwerk sein muss Philipp Schütz, Oliver Gerstheimer, Philipp Englisch 461 Nachhaltigkeit als strategischer Imperativ für die Gesellschaft und Unternehmen Heinz Simon Keil, Detlef Tietze 475 Simulation modularer Produktarchitekturen durch modellbasierte Konfiguration Florian M. Dambietz, Dieter Krause 491 MBSE-Ansatz für eine Vernetzte Stoffstrommodellierung zur Verbesserung der Partnersuche in der Kreislaufwirtschaft Franz Wieck, Philipp Kronenberg, Manuel Löwer 501 Konstruktion eines Inserts für Faserverbund- Halbzeuge Frank Weidermann, Stefanie Zimmermann, Andrea Pino 517 Der Ingenieur an seinem Arbeitsplatz – gesund und kompetent! Bettina Schleidt 529 Digitale Arbeitsumgebungen in der Produktentstehung – Mit Action Design Research Web-Anwendungen zur produktiven Zusammenarbeit entwickeln Stephan Scheele, Daniel Mau, David Foullois, Frank Mantwill 541 Nutzerzentrierung in Zeiten von Social Distancing – Evaluierung eines extracurricularen Lehrformats für Studierende der Produktentwicklung Anne Wallisch, Kristin Paetzold 559 The Digitalization Principles from a User-Centered Design Perspective – A Conceptual Framework for Smart Product Development Carolina Sallati, Klaus Schützer 575 Brain of Materials – die Plattform für Designer, Entwickler und Materialhersteller Hans Peter Schlegelmilch 587 Gibt es ein Patentrezept für erfolgreiche IT-Projekte? Alfred Katzenbach 591 Mockup einer Betriebsleitstelle für Automatisierte Shuttlebusse – Konzeption und Design eines Universellen, Visuellen und Auditiven Interfaces Ingmar S. Franke, Sönke Beckmann, Olga Biletska, Hartmut Zadek 601 Co-Creation bei komplexen Consumer Products Linda Geißler, Nico Herzberg, Natalie Mundt 613 Bessere Kundenorientierung bei der Entwicklung physischer Produkte – Nutzung agiler Vorgehensweisen kombiniert mit Additiven Fertigungsverfahren Philipp Blattert, Werner Engeln 621 Ermittlung von Anforderungen an eine Anwendungsfall-Spezifische Einführung Agiler Ansätze – Erkenntnisse aus der Anwendung des Agile-Stage-Gate Hybrids Jonas Heimicke, Ahmed Spahic, Luis Bramato, Albert Albers 633 goG – die Neue Urbane Mobilität Hans-Georg Höhne 645 Vergleich der Motivationsprofile von Scrum-Teammitgliedern mit dem Agilen Manifest zur Entwicklung von Gamification-Strategien David Kessing und Manuel Löwer 655 Zeichnen als Weltentwurf: Analog + Digital – Die Bedeutung des Zeichnens in der Primarausbildung mit Blick auf Design Engineering in Europa Marina-Elena Wachs 665 Intelligentes Nesting in der Kreislaufwirtschaft zur Steigerung der Ressourceneffizienz Philipp Kronenberg, Franz Wieck, Sebastian Weber, Manuel Löwer 673 Remote Innovation – Co-Creation During Times of Pandemic Oliver Gerstheimer, Philipp Schütz, Philipp Englisch, Erhard Wimmer 681 Analyse des Einflusses von Faktoren auf die agilen Fähigkeiten von Organisationseinheiten in der Entwicklung physischer Systeme Jonas Heimicke, Tobias Rösel, Alber Albers 691 Entwicklung Angepasster Konstruktionsmethoden für Nachhaltige Hochvolt-Speicher Robert Kretschmann, Gerd Wagenhaus, Christiane Beyer 703 Automatisierung des Datenaufbereitungsprozesses für AR/VR-Anwendungen im Engineering Maximilian Peter Dammann, Wolfgang Steger, Ralph Stelzer 714 Nutzer- und Aufgabengerechte Unterstützung von Modellierungsaktivitäten im Kontext des MBSE-Model-Based Systems Engineering Constantin Mandel, Matthias Behrendt, Albert Albers 727
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Duignan, Gerard Joseph. "Teaching International Teachers: How Saudi Arabian teachers experience learning about teaching during a New Zealand professional development course." Thesis, University of Canterbury. School of Educational Studies and Human Development, 2012. http://hdl.handle.net/10092/7309.

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Tertiary teachers who travel to another country for professional development encounter difficulties studying in different cultural and educational contexts. This research study investigated how Saudi Arabian teachers of adult learners experience learning about teaching during a New Zealand professional development course. It is part of a larger investigation into ways to improve curriculum design for in-service teacher education short courses for international teachers. A single case study was undertaken to investigate the views of a group of male Saudi Arabian teachers from tertiary technical institutions while in Aotearoa New Zealand to learn the English language, computing studies and adult education. An interpretive, participant observation method was used involving group interviews, written questionnaire, and personal journal. Focus groups were conducted at the beginning and end of the professional development programme to solicit pre-course expectations, identify post-course views of the in-service teacher education programme, and seek suggestions for improvements for future courses. Using a grounded theory approach, a coded analysis of the findings was conducted drawing out emergent themes from the participants’ comments. The findings were grouped into four tensions experienced by the participants. These included, the priority given to learning English language over improving their teaching skills; responding to boredom and lack of student engagement, and difficulties managing student behaviour as part of the student-teacher relationship; a desire to learn new practical teaching methods, rather than being taught the theory of teaching and learning; and differences between the Saudi Arabian and New Zealand learning environments. Responses to these tensions are discussed alongside a framework for high quality learning activities and implications are drawn for improving inter-relationships between teacher and learner. A mismatch was identified between prior expectations and assumptions by the participants and the actual design of the curriculum. Cultural issues are discussed in the context of different educational worldviews, including the status and roles of the teacher in Western and Arab societies, employing a critical pedagogy, and curriculum design for teacher professional development. A model is proposed of deliberate acts of culturally responsive teaching which may assist teacher educators in higher education and support the sustainability of in-service professional development for international teachers.
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Stelzer, Ralph H., and Jens Krzywinski. "Entwerfen Entwickeln Erleben in Produktentwicklung und Design 2019 - 1." TUDpress, 2019. https://tud.qucosa.de/id/qucosa%3A32848.

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Die Konferenz Entwerfen Entwickeln Erleben hat bereits zum vierten Mal ein einzigartiges Konferenz- und Ausstellungsformat zum Austausch zwischen Wissenschaft und Praxis in Produktentwicklung und Design angeboten. Am 27. und 28. Juni 2019 ermöglichten die Professuren Konstruktionstechnik/CAD und Technisches Design der Technischen Universität Dresden in Kooperation mit weiteren Partnern den 200 Teilnehmenden die fachübergreifende Diskussion zu den Themen • Interdisziplinärer Entwurf adaptiver Produktsysteme, • Entwickeln vernetzter Anwendungen für Industrie 4.0, • Konstruktion mit hybriden Werkstoffen und für additive Fertigungsprozesse, • Entwicklungsunterstützung durch Produktdatenmanagement und VR/AR, • Design nutzerzentriertem Erleben komplexer Produkt-Service-Systeme.:Quo vadis Digitalisierung: Die digitale Engineering-Kette und Ihre nachhaltige Wirkung auf die Wertschöpfung Heinz Simon Keil 9 Augmented Reality in der Produktvalidierung: Potenziale und Grenzen in frühen Entwicklungsphasen Jonas Reinemann, Joshua Fahl, Tobias Hirschter und Albert Albers 33 Konzept zur Verbesserung des realitätsgetreuen, visuellen Erlebens in virtuellen Umgebungen durch Eye-Tracking Benjamin Gerschütz, Marius Fechter, Benjamin Schleich und Sandro Wartzack 51 Mixed Reality Assistenzsystem zur visuellen Qualitätsprüfung mit Hilfe digitaler Produktfertigungsinformationen Stefan Adwernat und Matthias Neges 67 Ein Beitrag zur Verwendung von Technologien der Virtuellen Realität für Design-Reviews Margitta Pries, Ute Wagner, Johann Habakuk Israel und Thomas Jung 75 Eingriff in die Privatsphäre der Endanwender durch Augmented Reality-Anwendungen Matthias Neges und Jan Luca Siewert 87 Virtual Prototyping als agile Feedback-Methode für frühe Produktentwicklungsphasen Manuel Dudczig 97 aHa – Der adaptive Handgriff der Zukunft Paula Laßmann, Jonathan Kießling, Stephan Mayer, Benedikt Janny und Thomas Maier 107 Design-Education: Die Siemens HMI-Design Masterclass Oliver Gerstheimer, Romy Kniewel, Sebastian Frei und Felix Kranert 125 Nutzungsaspekte von Head-Mounted-Displays in industriellen Umgebungen Maximilian Peter Dammann, Martin Gebert und Ralph Stelzer 141 Selbstlernende Assistenzsysteme für Maschinenbediener Andre Schult, Lukas Oehm, Sebastian Carsch, Markus Windisch und Jens-Peter Majschak 159 Untersuchung der Mensch-Maschine-Interaktion bei der Werkstückspannung beim Vertikal-Drehen Volker Wittstock, Patrick Puschmann, Adrian Albero Rojas, Matthias Putz und Heinrich Mödden 173 Entwicklungsassistenz zum Entwurf Innermaschineller Verfahren für Verarbeitungsmaschinen Paul Weber, Lukas Oehm, Sebastian Carsch, Andre Schult und Jens-Peter Majschak 185 Gestaltung nutzerzentrierter Assistenzen im Produktdatenmanagement Stephan Scheele und Frank Mantwill 201 Model-Based Engineering für die Automatisierung von Validierungsaktivitäten am Beispiel Fahrerassistenzsysteme Constantin Mandel, Sebastian Lutz, Olivia Rau, Matthias Behrendt und Albert Albers 221 Das Potenzial 3D-gedruckter Gradientenwerkstoffe für pharmazeutische Applikationen Tobias Flath, Alexandra Springwald, Michaela Schulz-Siegmund, Michael C. Hacker und Peter Schulze 239 Feature-Baukasten für FDM-Druckverfahren Franz Wieck, Tim Katzwinkel und Manuel Löwer 247 Gestalten mit hybriden Materialien – Additive Fertigung für neuartige, kundenindividuelle Stichschutzbekleidung Dustin Ahrendt, Sybille Krzywinski, Enric Justo i Massot und Jens Krzywinski 265 Individuelle Produktgestaltung mittels funktionsintegrierten AM-Knoten und Profilen am Beispiel eines Batteriekastens Richard Kordaß und Christian Arved Stürmer 281 Einführung in die Produktentwicklung im Rahmen eines Schülerlabors am Beispiel des PROJECT 10|2018 Nico Herzberg, Laura Marschner und Florian Schröder 299 Einflussfaktoren in der standortverteilten Produktgenerations-entwicklung – Eine literaturbasierte Momentaufnahme Katharina Duehr, David Kopp, Benjamin Walter, Markus Spadinger und Albert Albers 309 Szenarien verbinden Gerhard Glatzel und Mathias Wiehle 327 Iterationsarten und deren Auslöser in der Frühen Phase der PGE – Produktgenerationsentwicklung Miriam Wilmsen, Markus Spadinger, Albert Albers, Cong Minh Nguyen und Jonas Heimicke 339 Building Information Modeling (BIM) für Bahn-Bauwerke – von Datenakquisition bis Virtueller Realität Markus Färber, Thomas Preidel, Markus Schlauch, Bernhard Saske, Adrian Bernhardt, Michael Reeßing, Steffen Cersowsky und Ronny Krüger 355 Effiziente Produktion und Wartung durch die Industrie 4.0 – Anwendung Hashem Badra und Jivka Ovtcharova 371 Herausforderungen klassischer Maschinenelemente im nicht-elektrischen Explosionsschutz Sabrina Herbst, Thomas Guthmann und Frank Engelmann 383 Ein hybrider Ansatz für Festigkeitsnachweise von multiskaligen Strukturen Hans-Peter Prüfer 399 Interdisziplinäre Design Methodik Martin Eigner, Thomas Dickopf und Hristo Apostolov 415
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39

Stelzer, Ralph H., and Jens Krzywinski. "Entwerfen Entwickeln Erleben in Produktentwicklung und Design 2019 - 2." TUDpress, 2019. https://tud.qucosa.de/id/qucosa%3A34208.

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Die Konferenz Entwerfen Entwickeln Erleben hat bereits zum vierten Mal ein einzigartiges Konferenz- und Ausstellungsformat zum Austausch zwischen Wissenschaft und Praxis in Produktentwicklung und Design angeboten. Am 27. und 28. Juni 2019 ermöglichten die Professuren Konstruktionstechnik/CAD und Technisches Design der Technischen Universität Dresden in Kooperation mit weiteren Partnern den 200 Teilnehmenden die fachübergreifende Diskussion zu den Themen • Interdisziplinärer Entwurf adaptiver Produktsysteme, • Entwickeln vernetzter Anwendungen für Industrie 4.0, • Konstruktion mit hybriden Werkstoffen und für additive Fertigungsprozesse, • Entwicklungsunterstützung durch Produktdatenmanagement und VR/AR, • Design nutzerzentriertem Erleben komplexer Produkt-Service-Systeme.:Finishing Perspective (Endbehandlung Perspektive) Ingmar S. Franke, Mario Linke, Christian Bendicks und Rainer Groh 9 Card Sorting basierter Ansatz zur Erarbeitung einer nutzungsgerechten Methodensammlung am Beispiel des IDE-Toolkits Martin Wiesner, Björn Kokoschko, Linh Bùi Duy und Laura Augustin 29 Feasibility-Labor“ – erste Vorstellung neuer Ansätze zur Optimierung der Designumsetzung im Automobilbau Knut Lender 41 MBSE-basierte Produktkonfiguratoren zur Analyse der Modularisierung bei der Entwicklung modularer Baukastensysteme Florian Seiler, Lea-Nadine Schwede und Dieter Krause 55 Branchenübergreifendes Benchmarking von variantenreichen Produktportfolios auf Basis von Produktstrukturen Christian Wyrwich und Georg Jacobs 71 Aspekte der Authentizität bei der Umsetzung eines künstlerischen Entwurfs mit 3D-Software-Werkzeugen Wolfgang Steger, Christine Schöne und Helmut Nitsche 91 Das Visionsmodell: Präzise Darstellung von Entwicklungszielen Laura Augustin, Michael Schabacker 105 Wissen und Heterogenität in der Produktentwicklung Alexandra Göhring 111 Kombination der experimentellen und numerischen Simulation zur Entwicklung dreidimensionaler Elektronik Florian Schaller, Fabian Kayatz und Cedric Sanjon 123 Lösungsansätze für eine nachhaltigkeitsorientierte, interdisziplinäre Produktentwicklung Barbara Gröbe-Boxdorfer 133 Szenariobasierte Validierung von Produktprofilen in der frühen Phase der PGE-Produktgenerationsentwicklung Florian Marthaler, Vincent Kutschera, Jonas Reinemann, Nikola Bursac und Albert Albers 149 Vergleich von Produktinnovationsarten – Worin die Unterschiede wirklich begründet liegen Jonas Heimicke, Valentin Zimmermann, Monika Klippert, Markus Spadinger und Albert Albers 165 Zusammenarbeit von Ingenieuren und Designern – die überarbeitete VDI/VDE-Richtlinie 2424 Robert Watty, Christian Zimmermann und Gerhard Reichert 181 IM-UX – Fragebogen zu intrinsischer Motivation in der User Experience Jette Selent und Michael Minge 195 Konzept zur Identifikation relevanter Produkteigenschaften zur Unterstützung einer positiven User Experience Tina Schröppel, Jörg Miehling und Sandro Wartzack 205 User Experience Design für Sicherheitstechnik – Ansatz und Methodik bei Dräger Safety Marlene Vogel, Matthias Willner, Christian Wölfel und Jens Krzywinski 219 3D-volldigitalisierte Behandlungsplanung bei Lippen-Kiefer-Gaumenspalten Christiane Kunert-Keil, Dominik Haim, Karol Kozak, Ines Zeidler-Rentzsch, Bernhard Weiland, Olaf Müller, Thomas Treichel und Günter Lauer 231 Automatische Vermessung der Knietopologie zur Unterstützung der Prothesenplanung für Kniearthroplastiken Sebastian Heerwald und Marc Mörig 243 Design und additive Fertigung von individualisierten biofunktionellen Implantaten in klinisch relevanten Dimensionen David Kilian, Philipp Sembdner, Stefan Holtzhausen, Tilman Ahlfeld, Christine Schöne, Anja Lode, Ralph Stelzer und Michael Gelinsky 253 Design von Medizinprodukten – Einfluss regulatorischer Anforderungen auf den Designprozess Christian Thomas 267 5G Sports – tragbare Technologiedemonstratoren im taktilen Internet Lisa-Marie Lüneburg, Emese Papp und Jens Krzywinski 277 Verbesserte Ergonomie durch Mensch-Roboter-Kollaboration als sozio-technisches System Daniel Rücker, Kristin Paetzold und Rüdiger Hornfeck 295 Modellbasierter Systems Engineering Ansatz zur effizienten Aufbereitung von VR-Szenen Atif Mahboob, Stephan Husung, Christian Weber, Andreas Liebal und Heidi Krömker 309 Akzeptanz und Nutzererleben von körpergetragenen Assistenzsystemen im industriellen Anwendungsbereich Emese Papp und Christian Wölfel 323 Modell zur Unterstützung von Designentscheidungen auf strategischer Unternehmensebene im Industrial Design Frank Thomas Gärtner 335 Der Einfluss stilistischer Merkmale einer Entwurfsvisualisierung auf die semantischen Produkteigenschaften Frank Mühlbauer 347 Konstruktionslösungen mit Hilfe von Künstlicher Intelligenz Willi Gründer und Denis Polyakov 361 Das Analysekompetenz-Marktpriorität-Portfolio zum Vergleich von Datenanalyseprojekten in der Produktentwicklung Sebastian Klement, Bernhard Saske, Stephan Arndt und Ralph Stelzer 375 Einsatz von Graphdatenbanken für das Produktdatenmanagement im Kontext von Industrie 4.0 Christopher Sauer, Benjamin Schleich und Sandro Wartzack 393 Predictive Quality Management mit modellbasierten Services in kollaborierenden Netzwerken Andreas Trautheim-Hofmann 409 Softwareentwicklung ECM/WCM im Spannungsfeld KMUs–Großunternehmen Oliver Schwarz und Christian Kowalewski 419
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Hellström, Vogel Tor. "Gamers and Game Design: Incorporating Users in the Design Process." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22767.

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This paper deals with the difficulties of applying user-centered design practices as an independent developer, based on the visualization of a game concept in the form of a prototype. The aim is to evaluate the usability of user-centered design practices, specifically in the field of games development. Throughout this paper, I will give an account of the methods used for testing, as well as a review of previous research done in this field of study. Finally, I will end with a discussion regarding the pros and cons of user-centered design, as well as some thoughts about its importance in similar projects.
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41

Brits, Corné. "The influence of designer paper shopping bags on consumer interest and their shopping experience." Thesis, [Bloemfontein?] : Central University of Technology, Free State, 2010. http://hdl.handle.net/11462/178.

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Thesis (M. Tech. (Graphic Design)) -- Central University of Technology, free State, 2010
Good package design entails employing appropriate yet attractive graphic attributes such as colour, typography and images with which the consumer can engage. Even the name of a colour plays a considerable part in the success of a new product or brand. Consumers use graphic attributes to associate different products with different income groups, to infer the weight of products and even use it as an indicator of the perceived change in temperature resulting from the use of certain products. Consumers develop colour preferences based on associations they have formed through experience which are influenced by factors such as age, gender, culture and demographics. Colour may also affect consumers’ respond to a product and may even have an effect on their emotional state. In order for consumers to involve themselves with store brands more readily, packaging has to be updated constantly to keep packaging fresh and exciting. A shopping bag, transformed with graphic attributes into a designer shopping bag, can, just as good packaging often does, contribute to the art and science of selling a product or promoting a brand. Consumers prefer designer paper shopping bags with attractive appearances and showed a willingness to even pay for the paper bags. This study determined if consumers will actually purchase a designer paper shopping bag as opposed to just indicate a willingness to do so. Semistructured interviews with 100 subjects provived insight into consumers’ perception of the designer paper shopping bag sold at a store selling higher priced items. Designer paper shopping bags were offered to consumers for sale. Two retail stores in Bloemfontein, South Africa, participated in the study. Consumers could choose whether to buy a designer paper shopping bag or to make use of the plastic bags provided by each of the stores. Consumers prefered to rather purchase a designer paper shopping bag sold at a well-known store, selling branded, higher priced items than purchase one from a store that sells lower priced items of which the brand names are unknown to them. Consumers are more likely to pay for a designer paper shopping bag when the amount spent by them in store is relatively high. It is recommended to introduce new packaging items via marketing strategies such as “buy one get one free” and to not test a new packaging item during a recession as consumers then tend to spend less than usual. Interviewees agree that the colour scheme of the designer paper shopping bag used in the study associate well with the clothes and accessories sold in the store. Subjects suggested a few general ideas, but agree that the illustrations used on the paper shopping bag are appropriate. The majority of the interviewees state that they can read all the typography easily and that they will feel confident when carrying the designer paper shopping bag.
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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, iterating design activities, and performing usability evaluation through user tests.Executing both processes in parallel and mapping their corresponding phases is a major issue andapplying these principles in development environment is even more challenging. This integration bearseven more significance in the field of healthcare technology, where user-centered requirements ofpatients and medical practitioners need to handled systematically, as there are a wide range ofspecifications that cater to unique individuals. Hence, a case study was conducted in two majororganizations involved in the development of Interactive Healthcare Technology (IHT) applications. Objectives. Through a case study, the author attempts to investigate the factors that influence theintegration between UX development and Agile methodologies. These factors include the contemporarytools, processes and methods (TPMs) that are being used integration and the challenges that persistwhen it is applied in industry. The study aims to analyze the Agile-UX development approaches of twodistinct organizations, involved in the same domain, to get an understanding of the mentioned factors. Methods. The multiple case study was conducted through interviews, surveys and direct observation.The qualitative data analysis of the surveys was done through thematic analysis. Quantitative dataanalysis was performed on the data gathered from the surveys. A literature review was conducted priorto the case study to gain knowledge on this issue, which also partially answers the research questions.The case study design was kept consistent across both organizations. Results. Through the results of the case study and a literature review, current UX development practicesin the industry have been identified. The challenges encountered at both case organizations have been studied. These results are further validated and contrasted with the results of the literature review.Following, a retrospection of the methods employed at the case environments, a set of recommendationsfor better integration was generated. A detailed comparative analysis of Agile-UX integration at twoorganizations has been documented. At the end a generic framework has been proposed based on theanalysis of results acquired. Conclusions. Numerous conclusions were drawn from the results and data analysis. Several challengeswere identified through the study, in addition to those suggested by relevant literature. Some of thesewere uniquely prevalent in the field of IHT development. It was found that dynamically changing usercenteredrequirements and late integration of usability and UX development with Agile practices werethe most profound challenges. Adoption of UCD techniques such as Design Studio played a positiverole in easing integration. Usability evaluation and user research are also major factors in the integrationprocess. Lack of time to iterate design and issues in scheduling and performing usability testing had abig impact. Involving users in the design and development process from an early stage is essential toensure high usability and good user experience of the product. The framework designed to counter thesechallenges, takes into account, all these aspects to provide a meticulous Agile-UX integrationframework. Some key conclusion drawn from this framework, are that the application of the “One SprintAhead” approach diminishes many challenges, while performing usability testing in parallel withsystem testing can support integration.
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43

Linke, Mario, Günter Kranke, Christian Wölfel, and Jens Krzywinski. "Entwerfen Entwickeln Erleben - Technisches Design in Forschung, Lehre und Praxis." TUDpress - Verlag der Wissenschaften GmbH, 2012. https://tud.qucosa.de/id/qucosa%3A30485.

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Entwerfen – Entwickeln – Erleben. Drei zentrale Begriffe aus dem Alltag der Produktentwicklung stehen als Motto über den Beiträgen dieses Buches und sind das verbindende Element zwischen den differenzierten Sichtweisen der einzelnen Autoren zu einem gemeinsamen Gegenstand: Dieser umspannt das weite Feld der Entwicklung und Gestaltung von Produkten von der ersten Idee bis zu deren Benutzung. Dabei ist für den Designer das Ziel allen Entwerfens und Entwickelns das positive Erleben des Produktes durch dessen Benutzer. Aber bereits beim Entwerfen, d. h. dem Schaffen von Neuem, bei dem Ideen generiert und Wege zur Umsetzung in ein Produkt gesucht werden und beim Entwickeln, dem Ausarbeiten, Erproben, Verändern und detaillierten Festlegung aller Produkteigenschaften, möchte der Designer vorwegnehmen, wie das künftige Produkt auf den Nutzer wirken wird. Doch der Designer tut das nicht allein. Die integrierte Produktentwicklung ist ein sehr komplexer Prozess, in dem viele verschiedene Fachdisziplinen eng zusammenarbeiten müssen, um am Markt erfolgreiche Produkte platzieren zu können. Zum Thema Industriedesign in komplexen und interdisziplinären Entwicklungsprozessen wird durch dieses Buch ein weiterer Baustein hinzugefügt. Dieses Buch enthält die Beiträge zum Technischen Design (Industriedesign, Transportation Design und Produkterleben) der Konferenz Entwerfen Entwickeln Erleben 2012. Ein separater Band, herausgegeben von Ralph Stelzer et al. (ISBN 978-3-942710-80-0) enthält die Textfassungen der Fachvorträge zu den thematischen Schwerpunkten Virtuelle Produktentwicklung (CAD-Einsatzszenarien, Virtual Reality und Product Lifecycle Management), Konstruktion (Konstruktionstechnik und -methodik, Reverse Engineering und Maschinenelemente).
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Wecker, Florian. "Finding your niche in a global wine market - Establishment of the new wine brand #QSTG with focus on product development and entrepeneurial marketing." Master's thesis, ISA, 2019. http://hdl.handle.net/10400.5/19581.

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Vinifera Euromaster European Master in Viticulture and Oenology - Instituto Superior de Agronomia / EMaVE
The author intends to establish a new wine brand named #QSTG, which is a diminutive of the German term Quereinsteiger (in English: career changer). The name refers to the completely different professional background of the author, who has been a lawyer and entrepreneur for many years, before studying viticulture and enology. The idea is to create a brand for wines, produced by the author and other winemakers who also have other professional backgrounds, bringing in new ideas based on their different perspective, approach and style of winemaking. Within this project thesis the author first describes the scenario in which the new wine brand should be established, before defining the term entrepreneurial marketing by reviewing the existing literature and analyzing the current wine market. In the next step the author develops the wine brand #QSTG in accordance with the targeted niche market. This includes key aspects, such as positioning, brand name, logo, wine style and quality. Finally the marketing mix of #QSTG is developed, considering the findings about entrepreneurial marketing. Besides designing the product in collaboration with different graphic designers, this thesis also includes detailed elaborations about pricing, placement and promotion of the #QSTG products. Due to the concluded feasibility, the author will implement the project following the graduation. Therefore the master thesis ends with an outlook on the next steps of the implementation of the #QSTG wine project
N/A
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Krzywinski, Jens, and Christian Wölfel. "Design Research 2020: Kolloquium Technisches Design: Technische Universität Dresden." Thelem, 2020. https://tud.qucosa.de/id/qucosa%3A72179.

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Der vorliegend Band 14 der Reihe Technisches Design schlägt nach Tagungsbänden und Dissertationsschriften – dem Charakter nach eher abgeschlossene Werke – eine Brücke in die Zukunft der Forschung im Technischen Design, indem es die Textfassungen von acht Beiträgen des ersten öffentlichen Kolloquiums Technisches Design vom September 2020 beinhaltet, die allesamt aus dem Prozess laufender Promotionsvorhaben verfasst wurden. Diese acht Arbeiten stehen damit auch stellvertretend für ganz individuelle Forschungsperspektiven und Schwerpunktsetzungen innerhalb des weiten Möglichkeitsraums aktueller Designforschung. Die Design-Promovierenden stellen ihre jeweiligen aktuellen Stände und besonderen Aspekte ihrer Forschungsarbeiten zur Diskussion und erlauben damit einen Einblick in verschiedenste Phasen ebenso wie sichere und noch offene Passagen ihrer Auseinandersetzung. Die Bandbreite reicht von ausgearbeiteten Exposees der Promotionsvorhaben über die Ergebnisse systematischer Literaturanalysen bis hin zur Darstellung konkreter Untersuchungsplanungen. Alle Beiträge eint die Auseinandersetzung mit dem menschlichen Erleben und Interagieren mit gestalteten Artefakten. Innerhalb dieses Felds decken die Artefakte ein sehr breites Spektrum von nachhaltigen Materialien oder Fertigungsverfahren über vorwettbewerbliche Technologiedemonstratoren bis hin zu kollaborativen Arbeitsplätzen ab. Innerhalb der Arbeiten werden Bezüge und Fragestellungen zu Menschen und Umgebungen in interdisziplinären Entwicklungsprozessen sowie zur Beurteilung und Kommunikation von Neuem durch Expert:innen und Laien entwickelt. Mit der Bandbreite dieser acht Beiträge wird das thematische Spektrum von Promotionsvorhaben an der Professur für Technisches Design gut ausgeleuchtet und entsprechend stolz sind wir auf diesen ersten Band, der ausschließlich Arbeiten unserer Promovend:innen zeigt. Band 14 der Reihe Technisches Design gibt einen aktuellen Einblick in die Forschung an einer der größeren Designforschungseinrichtungen im deutschsprachigen Raum und lässt Sie teilhaben an empirischer Forschung zur erlebenszentrierten Entwicklung vielfältiger Mensch-Technik-Interaktion.
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46

Castillo, Ellström Oskar, and Tomas Andersson. "A Guideline for Conducting Form Analysis of Branded Products : The Development of a Design Guideline Framework for Product-Producing Companies in a Brand Management Context." Thesis, Linköpings universitet, Maskinkonstruktion, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-158437.

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This thesis presents the research and development of a framework for creating design guidelines, aimed towards product-producing companies as a part of a brand extension strategy. The thesis answers two research questions: RQ1: What strategies could be used to analyze visual form and product design as a part of a brand extension strategy for a product-producing company? RQ2: How can an existing visual brand identity be utilized during the product development process and redefined for new product categories? The thesis is divided into a literature review and a case application of the presented theories on a real-world product development process. The literature review includes three central frameworks. Firstly, a theoretical framework including theories regarding brand management, product design and form, design syntactics and product architecture is introduced. The theoretical framework also includes product modularity which is specifically included for the case application. These theories are used to create a form analysis framework, which is the second element of the literature review. The third element of the literature review is a framework for how to create design guidelines, based on explicit and implicit design features. The design guideline framework is built from insights and theories found in literature used throughout the literature review. The case application focuses on the development of a new concept and design guidelines for a modular Autonomous Mobile Robot (AMR) for a case company. The case application utilizes the created theoretical frameworks for a real-world product development process. The created concept envisions the visual brand language of the case company, while also serving as the foundation for the design guideline development. The form analysis framework is used to understand product design and form on already existing products within a product category. A total of six analyses are introduced, all with their own respective focus on different fields of study and area of application. The form analysis framework investigates three areas of application: Internal and external factors as well as the existing product family of a company. Applying the form analysis framework to the case show that these methods are suitable for analyzing the visual form of products. By examining the internal factors of the case company, such as analyzing existing products and prior design guidelines, a format for key design principles can be created. Based on these design principles and insights from the form analysis, the visual brand identity can be transferred to a new product category and described through redefined design guidelines. Findings show that certain design features, such as color and usage of logotype, are the most suitable for acting as identity carriers. Utilizing these can bring cohesiveness to a product portfolio. It can be concluded that the use of explicit and implicit design features is a viable way to holistically describe and articulate product design.
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47

Ayas, Ebru. "Engineering Quality Feelings : Applications in products, service environments and work systems." Doctoral thesis, KTH, Ergonomi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-43388.

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Contemporary quality issues in product design are moving from materialistic to emotional user fulfillment; comprehensive research is needed to examine quality product feelings. This research is directed toward a deeper understanding of user and customer quality feelings for different product types, including services. The quality feelings concept includes dimensions of product quality, especially functionality, ergonomics and aesthetics. The first objective of this thesis is to identify, prioritize and synthesize quality feelings into product attributes in product development applications. The second objective is to explore, test and propose methodological approaches for designing quality feelings into products. Several methods from psychology, ergonomics, statistics and probabilistic methods and heuristics were applied to achieve the objectives. From a methodological viewpoint, Likert scales, free elicitation technique and Just About Right scales were applied for data collection. Multiple Regression, Factor Analysis, Correspondence Analysis, Genetic algorithms, Partial Least Squares (PLS) and Rough Sets (RS) were applied for data analyses. For ergonomic product evaluations, direct observations, 3D workload simulations, time and frequency analyses were conducted. Five product applications are included in this thesis: operator driver cabin design of reach trucks, steering wheel design trigger switch design in right-angled nutrunners, bed-making systemsproducts and waiting room environments. Heuristic methods were found effective when there is a high number of product attributes that interact to provide quality feelings. RS results are consistent with PLS attribute predictions. When the number of product attributes is large in comparison to the number of observations, PLS extracts informative results for quality feelings. The RS method is effective in identifying interactions among design attributes. Quality feelings are associated with both tangible (tactile characteristics) and intangible (quick and easy to use) product characteristics. Words such as safety, functionality, ergonomics, comfort, reliability, supportiveness, usability, feedback, pleasantness, attractiveness, durability and distinctiveness describe quality feelings from tangible products and services. Based on product type, the quality dimensions represented by these words possess different interactions and dependencies. In work environments, products act as prostheses between workers for social interaction, which need to be considered as important quality feelings dimensions.
QC 20111017
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48

Krzywinski, Jens, Mario Linke, and Christian Wölfel. "Entwerfen Entwickeln Erleben 2016 - Beiträge zum Industrial Design: Dresden, 31. Juni – 1. Juli 2016." TUDpress - Verlag der Wissenschaften GmbH, 2016. https://tud.qucosa.de/id/qucosa%3A29548.

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Die Konferenz »Entwerfen – Entwickeln – Erleben« bietet ein besonderes Podium zum Austausch von Wissenschaft und Praxis entlang des Produktentwicklungsprozess mit einem Schwerpunkt Industrial Design. Der vorliegende Band enthält Beiträge der Sessions zum Industrial Design sowie ausgewählte Posterveröffentlichungen der Konferenz 2016. Darin werden Themen und Ansätze von der Anwenderintegration, neuen Prototypen, Service Design, User Experience und der Gestaltung von Emotion über Design in der Digitalen Revolution und für eine nachhaltige Zukunft, Design in mobilen und für Sicherheitsanwendungen bis hin zu Designmanagement, Feasibilitydesign und Reengineering vorgestellt und diskutiert. Die Technische Universität Dresden und technischesdesign.org ermöglichten in Kooperation mit der Gruppe Virtuelle Produktentwicklung der Wissenschaftlichen Gesellschaft für Produktentwicklung (WiGeP) und dem Rat für Formgebung die fachübergreifende Diskussion des Schwerpunkt-Themas inmitten der interdisziplinären Dresdner Wissenschaftslandschaft. Ein zweiter Band »Entwerfen Entwickeln Erleben 2016« (ISBN 978-3-95908-062-0, herausgegeben von Ralph Stelzer) fasst die Beiträge zur Konstruktionstechnik und zur Virtuellen Produktentwicklung zusammen.:Hybride Prototypen im Design Sebastian Lorenz · Maria Klemm · Jens Krzywinski 11 Anwenderintegration in strategische Designprozesse von Industriegütern Frank Thomas Gärtner 23 Die Relevanz semiotischer Dimensionen als „System der möglichen Fehler“ für die Usability Klaus Schwarzfischer 37 Service Design = Kognitives Design – Über die Gestaltung von Berührungspunkten und Perzeption in analogen und digitalen Benutzungskontexten Oliver Gerstheimer 51 Design und User Experience in der Flugsicherung – Assistenzsystem zur Fernüberwachung im Multi-Airport-Betrieb Rodney Leitner · Astrid Oehme 63 Die Gestaltung in Zeiten der Digitalen Revolution Gerhard Glatzel 79 Designing a Sustainable Future with Mental Models Anke Bernotat · Jürgen Bertling · Christiane English · Judith Schanz 91 Design in globalen Industrien – Ein Blick hinter die Kulissen von Dräger Herbert Glass · Matthias Willner 105 Untersuchung von emotionalen Wirkungsmechanismen im Produktdesign Mareike Roth · Oliver Saiz 115 Strak als Schnittstelle zwischen Design und Konstruktion – Ergebnisse einer Prozessberatung bei Miele Norbert Hentsch · Matthias Knoke 127 Feasibility Design – „Designqualität in Serie bringen“ Knut Lender 139 Experimenteller Ansatz zu Effekten subjektiven Erlebens in VR-basierter Risikobeurteilung Patrick Puschmann · Tina Horlitz · Volker Wittstock · Astrid Schütz 153 Simulation komplexer Arbeitsabläufe im Bereich der digitalen Fabrik Thomas Kronfeld · Guido Brunnett 169 Vom Wert der designerischen Perspektive des Erlebens beim Re-Engineering von Produkten: ein Best-Practice-Project Philip Zerweck 183 Vorgehensweisen zum Einsatz universitärer Produktentwicklung als Innovationstreiber Bernd Neutschel · Martin Wiesner · Michael Schabacker · Sandor Vajna 197 Considering emotional impressions in product design: Taking on the challenges ahead Susan Gretchen Kett · Sandro Wartzack 215 Methode zur Verbesserung der Usability durch gezielte Förderung mentaler Modelle Marcus Jenke · Karoline Binder · Thomas Maier 233
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49

Sörlin, Anton. "Apprentship : En rapport om en kreativ designprocess av en webbaserad tjänst." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-27711.

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Denna rapport redovisar utvecklingen av en tjänst för att lättare kunna söka praktikplats och praktikanter. Tjänsten utvecklades som ett eget projekt att senare kunna visas upp som ett förslag för intressenter av verktyg som detta. Utvecklingen har följt dagens principer för användbarhetsdesign och upplevelsedesign. Målet har under hela utvecklingsperioden varit att skapa något som speglar denna tids trender och applikationer för möten. Resultatet av detta projekt har landat i en hifi prototyp, grafisk profil samt konceptbeskrivning för hur tjänsten ska fungera och användas. Denna prototyp kommer senare att utvecklas och skapas som en webbapplikation.
This report accounts the development of a service to make it easier for students to get an internship. The web application is a self-developed project meant to be later be presented for companies interested in similar areas as this. The development follows the principles of usability and experience design. The goal during the process has the hole time been to create a something that follow this eras trends for meeting applications. The result ended in a wellstructured hifi prototype, a graphic profile guide as well as a concept for further development of the service. The prototype will in the next step be developed into a real web application.
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50

Cuello, Nerea. "NEW CONCEPT OF A STROLLER CANOPY." Thesis, Tekniska Högskolan, Jönköping University, JTH, Industridesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-49442.

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This master thesis report describes the process of designing, developing and building an accessory for a stroller that protects the kid from rain and sun. The project is a collaboration with Thule Sweden AB, in Hillerstorp.The work starts with developing a new concept idea for Thule’s category “Active with kids”, in the line of strollers, and with a focus on the Southern Europe market, more concretely Spain. The design proposal fits and expresses Thule’s vision and brand language.The project started with gaining knowledge about the market, investigating the user needs with surveys to find out the design goals. An iterative process of ideation, brainstorming and building mock-ups ended with a final concept that was going to be further developed. A full-scale model was built to test the idea from the functional and aesthetic perspective. The materials used were mainly fabrics, foam, zippers, thread and a lot of sewing.The result is a new stroller canopy for different weather conditions. It is well equipped to improve parents experience when going out for a ride with their child.It has to be mentioned that this master thesis research section was conducted in pairs, between Berta Cester and Nerea Cuello, and the rest of the phases was an individual work. As a result, two different products were produced for the same category, the stroller market.
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