Dissertations / Theses on the topic 'Design and Development of Brand Experience'
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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.
Full textErhard, 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.
Full textMany 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.
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.
Full textFindik, 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.
Full textprocess 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
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.
Full textAndersson, 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.
Full textBhattacharya, 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.
Full textLee, 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.
Full textPeterschmidt, 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.
Full textLee, 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.
Full textVidal, 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.
Full textArt_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.
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.
Full textThere 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.
Wang, Yu-Han. "Chinese cultural features for new product design development." Thesis, Brunel University, 2016. http://bura.brunel.ac.uk/handle/2438/12185.
Full textEriksson, 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.
Full textMa, 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.
Full textCataloged 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
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.
Full textDissertation (MCom)--University of Pretoria, 2020.
Informatics
MCom
Unrestricted
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/.
Full textWirstad, 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.
Full textSenaste 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.
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.
Full textThis 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.
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.
Full textProjektet 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.
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.
Full textAlexandersson, 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.
Full textProgram: Butikschefsutbildningen
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.
Full textThorsén, 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.
Full textMelvin, Rebecca. "Site as playground: expanding the experience of play." Kansas State University, 2012. http://hdl.handle.net/2097/13754.
Full textDepartment 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.
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.
Full textLjunggren, 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.
Full textPakanen, 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.
Full textTiivistelmä 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
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.
Full textMarais, 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.
Find full textKarahanoglu, Armagan. "A Study Of Consumers." Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12609730/index.pdf.
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dimensional user&
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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&
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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.
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.
Full textDet 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.
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.
Full textUppsatsens 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.
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.
Full textPh. D.
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.
Full textWorld 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.
Stelzer, Ralph H., and Jens Krzywinski. "Entwerfen Entwickeln Erleben in Produktentwicklung und Design 2021." TUDpress, 2021. https://tud.qucosa.de/id/qucosa%3A74908.
Full textDuignan, 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.
Full textStelzer, Ralph H., and Jens Krzywinski. "Entwerfen Entwickeln Erleben in Produktentwicklung und Design 2019 - 1." TUDpress, 2019. https://tud.qucosa.de/id/qucosa%3A32848.
Full textStelzer, Ralph H., and Jens Krzywinski. "Entwerfen Entwickeln Erleben in Produktentwicklung und Design 2019 - 2." TUDpress, 2019. https://tud.qucosa.de/id/qucosa%3A34208.
Full textHellström, 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.
Full textBrits, 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.
Full textGood 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.
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.
Full textLinke, 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.
Full textWecker, 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.
Full textThe 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
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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.
Full textCastillo, 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.
Full textAyas, 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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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.
Full textSörlin, 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.
Full textThis 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.
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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