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1

Seeger, Ida. "User eXperience : Design, teknik, business – men vad innebär det egentligen?" Thesis, Högskolan i Gävle, Industridesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-30764.

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User Experience, UX, som till en början främst användes inom IT-världen och sägs härstamma från HCI (Human Computer Interaction) används idag i allt större utsträckning. Den här studien syftar till att förtydliga vad UX innebär, hur definieras det samt hur ser yrkesrollerna ut inom UX. Denna studie är en jämförelse mellan teori och praktik för att se om praktiken matchar litteraturen. Ytterligare fokus ligger på organisationers UX-mognad samt vad det innebär för någon som är yrkesverksam inom UX. Vad innebär det för designers när mognaden är låg respektive hög? I den här studien användes huvud
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Runsten, Jacqline. "UX-MOGNAD : Jämförelse mellan UX-mognadsmodeller inom spelindustrin." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15829.

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UX-mognad inom företag kan enklast beskrivas som mätningen av användarfokus under utvecklingen av en produkt och inom ett företag. Syftet med denna rapport är att jämföra två UX-mognadsmodeller i praktisk tillämning inom ett spelföretag utifrån aspekterna lätthanterlighet, modellprecision samt tillgänglighet. Nielsens UX-mognadsmodell som kom ut 2006 är utformad för organisationer, medan McAllisters UX-mognadsmodell är specifikt utformad för spelföretag och släpptes 2018. Den praktiska tillämpningen av modellerna bestod av en fältstudie där anställda på spelföretaget i
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Bergström, Emil. "Exploring User Experience designers experiences working with Machine Learning." Thesis, Högskolan i Halmstad, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44633.

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The user experience (UX) design practice (c.m.p interaction design practice) has started to make profound changes in designing intelligent digital services using Machine Learning (ML) to enhance the UX. ML has the capability to enhance the user’s experience, for example, facilitating more accurate decisions or improving efficiency in achieving one's goals. However, research suggests that ML is a challenging design material in design practice, such as not envisioning the best-suited solution because of not comprehending data dependency when prototyping or the lack of tools and methods for evalu
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Bräne, Arvid. "User Experience Design for Children : Developing and Testing a UX Framework." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-125935.

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Designing good digital experiences for children can be difficult; designers have to consider children's cognitive and motor skill limitations, understand their target audience, create something entertaining and educational, comply with national and international jurisdiction, and at the same time appeal to parents. We set out to create a general framework which designers and developers can use as a foundation and testing ground for their digital products in the field of user experience. The methods used during the thesis include interviews, literature studies, user testing, case studies, perso
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van, der Werf Marinus, and Daniel Rundqvist. "Turning the Tides : A case study about integrating UX practices within a UX-immature organization." Thesis, Umeå universitet, Institutionen för informatik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-149614.

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In an era where the customer has the power, creating not only usable but also satisfiable systems and applications is of importance. However, research shows that software development practices do not always allow user experience design to take place and gives little guidance regarding how to conduct and integrate UX work. Despite UX’ increased popularity, gained recognition and prior research efforts, organizations and companies still encounter challenges when trying to embrace this change to offer customers more than just a system that ‘works’. Much recognition has gone to the UX field of lat
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Srivastava, Akshat. "Developing Functional Literacy of Machine Learning Among UX Design Students." University of Cincinnati / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1617104876484835.

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Selent, Jette, and Michael Minge. "IM-UX – Fragebogen zu intrinsischer Motivation in der User Experience." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2019. https://tud.qucosa.de/id/qucosa%3A36919.

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Intrinsische Motivation gilt als wesentlicher Einflussfaktor dafür, dass Verhaltensweisen mit erhöhter Wahrscheinlichkeit und über längere Zeiträume hinweg stabil gezeigt werden (Ryan & Deci 2000a, Vallerand 1997). Dies lässt sich auch bei der Nutzung von Software-Produkten beobachten, deren Nutzung nicht aus Notwendigkeit sondern freiwillig erfolgt. So gilt etwa die Playfulness (Verspieltheit) von Systemen nicht nur als Quelle für intrinsische Motivation, sondern auch als einer der wichtigsten Faktoren für das Entstehen und Aufrechterhalten von Akzeptanz und der Bereitschaft zur Nutzung eines
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Chawana, Trevor Ngonidzashe. "Optimising the user experience design process for timeous systems development : a South African case study." Diss., University of Pretoria, 2020. http://hdl.handle.net/2263/80180.

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User Experience (UX) design is the process of creating products that adequately meet users’ needs and result in user satisfaction. In the context of software development, the application of UX design practices has been linked to increased profitability in organisations. Despite the financial benefit organisations stand to gain by adopting UX design practices, previous studies have revealed a low rate of adoption. One key source of resistance to the adoption UX design practices is the perception that adding new steps to an organisation’s software development process would prolong delivery timel
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Varatharajah, Thujeepan. "Integrating UCD with Agile Methods : From the perspective of UX-Designers." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-262705.

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With the increasing popularity of Agile methods in software development projects, an emerging question is how Agile incorporates user needs to their process – which is the staple of User Centered Design (UCD). Existing reports indicate that integrating Agile and UCD has shown to improve the process and end product and that they are a natural fit. However, there is also a general lack of guidelines of how an effective integration may be done, and further research is requested. This study aims to provide that by portraying some aspects of how Agile and UCD may be integrated in practice, but also
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Eriksson, Mikaela, and Vilma Reponen. "Designing a Shared Listening Experience for an Audiobook Streaming Service : A UX and UI Project." Thesis, Uppsala universitet, Avdelningen för visuell information och interaktion, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-432719.

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This study, done in collaboration with Storytel, aimed to investigate whether a shared audiobook live listening experience would add value to users of the Storytel app and how such a feature could be designed in terms of User Experience and User Interface. The purpose was to determine the minimal viable product (MVP) and if live listening with others is interesting in itself or else, what is the most basic interaction type required in connection to the listening. The aim was also to design the optimal solution, beyond technical, time and/or prioritization constraints. The method used was a com
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Zhu, Jiani. "Applying UX design approach to Cardiac Home Care Education: Design case studies with print and digital Materials." University of Cincinnati / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1504803533639022.

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Ntis, Christina, and Neira Causevic. "En utvärdering av en verktygsdriven UX-designprocess : Tillämpning och utvärdering av en verktygsdriven UX-designprocess vid användning av Kibana." Thesis, KTH, Hälsoinformatik och logistik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-230215.

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I dagsläget finns det en mängd utmaningar och svårigheter inom den traditio- nella designprocessen för användarupplevelse (UX, User Experience). Dessa utmaningar har en påverkan på hur tidskrävande och kostsam en designpro- cess för UX kan vara. Några av dem är att få prototyper att likna slutpro- dukten och kommunikationssvårigheter mellan UX-designers och utvecklare vid Agil projektmetodik. Några svårigheter som finns vid visualisering av strömmande data är att göra den lättförståelig för användaren och möjliggöra användaren att nå önskad information. För att und
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Dabouis, Benoît. "A language to support UX design : Proposal of a lexicon, a chronicle model and a grammar." Electronic Thesis or Diss., université Paris-Saclay, 2024. http://www.theses.fr/2024UPAST103.

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L'importance de l'expérience utilisateur (UX) dans la conception est de plus en plus reconnue. Cette thèse vise à améliorer les pratiques de conception d'UX menées par des équipes pluridisciplinaires. Ces activités de conception impliquent des acteurs aux spécialités diverses. La littérature souligne que les dialogues et les langages jouent un rôle central dans ces processus de conception.La littérature scientifique sur la conception de l'UX ressemble à une tour de Babel, avec une multitude de définitions, de modèles et d'outils, mais sans langage commun pour la conception.Nous proposons d'amé
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Skarin, Rebecka. "UX Design of Augmented Reality House Configurator : Mobile AR Application and Web Administration Interface Design." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79741.

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Many of us find it difficult to make big decisions, building ahouse is one of them. It is perhaps the biggest investment andproject that one takes on. During a house building project, thereare many things that needs to come together, you have to finda plot, choose a house model and lastly all those other choicesas for example the kitchen and bathroom details. It is in thisdecision process that it can be useful to be able to test differenthouse models and materials before the final decision is made.It is this process that is the focus of the thesis, or rather, a tool tofacilitate decisions. The
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Nyberg, Hampus. "Interaktionsdesign för SVT-Nyheter : Design av en nyhetsapplikation." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-30465.

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The aim of this report is to convey the parts of the process of interaction design for a re-design of a news application. I have been part of the team assembled by SVT-interactive with the goal to create a new Android and iOS application due to a perceived sub-par experience on their current applications. This report will elaborate on the user studies and theories that has been undertaken in order to achieve a usable experience for the applications users. The goals and attributes of the project has been set by the development group themselves in collaboration and with regards to the stakeholde
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Arroyo, Pizarro Roxana. "Developing Recommendations for a Mobile Pet Marketplace from a UX Perspective." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-249715.

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Despite the importance of pets in people’s lives and the possible emotional value of purchasing a pet, there is a lack of niche pet marketplaces. There is also a gap in research regarding the design of online marketplaces for finding pets and how users experience them. With this thesis project, I aim to touch upon that gap and provide insights to build upon in future research. This is achieved by providing recommendations of features that can enhance the user experience by addressing existing needs and concerns. To answer the research questions, interviews and a workshop were conducted followe
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Sjödin, Peterson Veronica, and Natalia Prochownik. "CMS och UX : tekniker för hur man utformar en god användarupplevelse." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-27692.

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The purpouse of this study is to find out how and if a Content Managment System (CMS) can benefit from applied User Experience Design (UX). A work project has been executed where a client wanted the students to create a user friendly CMS for adding content to a global hotel review site. A prototype of a CMS was created based on literature studies about UX and CMS. The prototype of the user friendly CMS was then tested through user tests and interviews with key users. After input from the key users the prototype was changed until the users were satisfied with it.
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Linnea, Dahl. "Designing a crossover user experience between telephony and web." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-413517.

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The present work was performed at Aurora Innovation. Its purpose was to develop a proof-of-concept of an application where you could book an appointment and add personal information. This application is meant to be used by people of different ages, technology skills and preferences. User centered design was used during the development of the proof-of-concept, primarily the user centered design methods existing in contextual design. This project reflects on the value of these methods, and what the consequences could be if a product is developed from a single point of view. It was found that e
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Lindblom, Marcus, and Robin Åhlin. "Medical counselling via video using WebRTC : User interface and user experience design." Thesis, KTH, Hälsoinformatik och logistik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-260959.

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CareLigo is a medical technology company that supplies heart failure patients with a home-based care solution called OPTILOGG. OPTILOGG helps patients to keep track of their symptoms, provides medication instructions and educates them about their illness. CareLigo requested an expansion of OPTILOGG which would allow patients to talk to care providers via video communication. This thesis describes the creation of this video communication solution and how this can be done in the best way for both patients and caregivers. Based on literature studies on human-computer interaction, user interface (
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Šolín, Petr. "Návrh metodiky UIX designu pro mobilní aplikace." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-150209.

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This thesis describes the design methodology for User Experience Design and its use in the creation of mobile applications. The theoretical part focuses on defining the field of User Experience Design (UXD) in conjunction with the definition of user experience. It then focuses on the role of UX Designer and his knowledge especially in the field of design of cognitive and memory operations. The main goal of the theoretical part of the thesis is to make up a comprehensive procedure for creating mobile UX applications serving as company's manual or guidance in creating a user-friendly application
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Di, Giorgio Mario. "Progettare la User Experience di sistemi e interfacce con una forte obsolescenza tecnologica e utenze consolidate." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/21980/.

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Seguendo la definizione, costantemente aggiornata, dell’In- teraction Design Foundation: per User Experience (UX) Design si intendono i processi utilizzati dai progettisti per la creazione di prodotti/servizi che forniscono esperienze consistenti e si- gnificative per gli utenti, i quali, compiendo azioni specifiche in altrettanto specifici contesti, si aspettano un elevato grado di soddisfazione. Dagli anni Novanta in poi, dopo che il termine fu introdotto per la prima volta da Donald Norman (all’epoca unitosi ad Apple Computer), la disciplina ha goduto di un certo successo, fino ad essere c
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Sivén, Annie, and Nichole Möllenhoff. "Kvinnors karriärval inom IT-branschen : En kvalitativ studie om kvinnors karriärval inom IT-branschen med fokus på User Experience Design." Thesis, Södertörns högskola, Företagsekonomi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-41503.

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Följande kandidatuppsats är en kvalitativ studie angående kvinnors yrkesval inom IT- branschen med fokus på User Experience Design. Syftet med studien är att undersöka varför kvinnor i allt större utsträckning söker sig till UX Design, då man inte ser denna utveckling i övriga professioner inom IT. Problemområdet blir därmed att studera om det finns någon problematik som kvinnor möter inom sin utbildning eller på sin arbetsplats. Flera företag har uppmärksammat kvinnors intresse för UX Design. Detta främst på grund av att de kvinnliga medarbetarna inom arbetsgrupper inriktade på UX Design vid
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Yang, Lingxue. "UX design for memory supplementation to support problem-solving tasks in analytic applications." Thesis, Compiègne, 2018. http://www.theses.fr/2018COMP2452/document.

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Cette thèse a été initiée dans un contexte d’amélioration de l'expérience utilisateur (UX) pour l'analyse des données de Business Intelligence en raison de l'augmentation du volume de données liées à cette activité. D'une part, les besoins psychologiques des utilisateurs portent sur la simplification de l’utilisation des applications analytiques, ils font l’objet de plus en plus d’attention ; d'autre part, les tâches qu'ils sont prêts à mener deviennent de plus en plus complexes ce qui peut entraîner une surcharge de mémoire qui influe sur les performances dans leur réalisation. Pour garantir
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Persson, Josefine, and Lotta Ollander. "En studie om sökmotoroptimering och användarvänlighet : Google vs användare." Thesis, Högskolan Väst, Avd för medier och design, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-17392.

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The purpose of this survey has been to investigate whether there are contradictions between user experience (UX) and search engine optimization (SEO), also called Google versus users. Professionals, in UX and SEO, have been asked to respond to a questionnaire regarding text and images within these two aspects. In addition to the professionals, users have also been asked to answer questionnaires and taken part in two different websites to investigate how text and images related to the previously mentioned aspects. The content on the sites has been the same but the design itself has been differe
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Larsson, Mikaela. "Utvecklingen av webbdesign för Aller Medias recepttjänst Stowe : Från research till färdig design." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32675.

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The purpose of this study is to explore how good User Experience (UX) in web design leads to increased possibilities for conversion rate. By using specific design elements and applying them with a UX perspective on the web design for Aller Media's new recipe site Stowe, high conversion rates would be expected. As a member of the Stowe project group, I have developed different sketches. Theoretical basis for this has been literature with a focus on conversion optimization, UX and web design. Based on that, I have created the design for several web pages of the Stowe site using the graphic desig
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Nadikattu, Srikar Reddy. "Integrating User Experience (UX)Development with Agile SoftwareDevelopment Practices. : A Multiple Case Study Involving Organizations DevelopingInteractive Healthcare Technology (IHT) Applications." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13511.

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Context. User Experience has become key to product development in recent years, as manyorganizations have realized its role in maintaining high user acceptance ratings. User ExperienceDevelopment and Agile Software Development are two highly iterative processes and user-centricprocesses. While both methods stack up well theoretically, there are many challenges encountered whenthey are integrated together in real-world development scenarios. Similar to Agile development, UserExperience Development, has many phases: performing user research, gathering UCD (User-CenteredDesign) requirements, iter
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Hedberg, Evelina. "Affordances and challenges when creating a digital experience for people using smart watches with the intent of purchasing groceries." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280843.

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New technology is revolutionizing the retail industry by providing new conditions and questioning the traditional way of shopping. Wearable devices have gained popularity lately and smartwatches are one of the most popular among them [12]. However, little research has been made in the area of creating experiences for grocery retail purchases using smartwatches, which is where this study aims to contribute. Through establishing what affordances and challenges there might be when creating a digital experience for people using smart watches with the intent of purchasing groceries. With the suppor
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Eriksson-Lillevold, Helena, and Lisa Wessberg. "Bli en designer och se problem som möjligheter : Hur relaterar UX och design thinking till bibliotekens demokratiska uppdrag?" Thesis, Linnéuniversitetet, Institutionen för kulturvetenskaper (KV), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-80165.

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In this paper we describe UX and design thinking as a method for library development, and we describe the library as a democratic arena and its democratic mission. These ideas and methods are becoming more of common use among libraries. Since public libraries have a democratic mission we find it relevant to examine what view is presented within these new methods of libraries, users and democracy. Design thinking and UX have developed within the private sector, and since libraries in Sweden are financed by the public sector conflicts may arise between the two. The purpose of this paper is to pe
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Wang, Linxi. "Behind the Chatbot : Investigate the Design Process of Commercial Conversational Experience." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-265544.

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The messaging-based conversational interfaces, commonly called Chatbots, have seen massive growth lately. With the proliferation of Chatbots, there is a growing demand for a better understanding of the design practices behind conversational user experience. This thesis looked into the design process of a Chatbot-based project built on the RCS business messaging platform, and the workflow was investigated through contextual inquiry and critical incident interview techniques. The challenges experienced by practitioners from different disciplines are detailed, with a focus on their respective wor
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Persson, Lovis. "En plats för oss av oss : En studie i design av universitetsbibliotek i användarnas anda." Thesis, Linnéuniversitetet, Institutionen för kulturvetenskaper (KV), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-89421.

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The purpose of this essay is to explore the importance of library design to students, whether the interior design of a library has any effect on their experience when using its services, and what the students themselves believe is most important for the library to do to stay afloat in a society that is constantly evolving and becoming more digital. The study will also bring up UX (User Experience) as a method for library design. The theories used in this study are the third place theory, as well as a comparison to the ideals of the Learning Commons model. In order to find out how the students
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Victor, Winnhed. "Bridging the Age Gap Between Streaming Platforms : Improving User Experience for In-between Users." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-121904.

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The media consumption on the Internet is increasing rapidly and people at all ages are getting used to live in an on demand world. Due to this, streaming platforms have to appeal to a broad audience containing children, teenagers and adults. One approach to appeal a broad target audience is to divide the streaming platform into two separate platforms, where one is aiming for children and the other one, for the rest of the users. The aim of this thesis is to investigate how the user experience can be improved, to help users of ages 10-13 years old to find their way from one streaming plat- form
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Farhanieh, Iman. "User experience design for children in foster care : Considerations and guidelines." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Datateknik och informatik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-44176.

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Studies have shown that foster children encounter many problems in everyday life. Three of these major problems are access to information, communication and integration. Studies have also shown that digital services such as mobile application can assist this particular type of user with their needs. However, when designing such a service, it is important that the right user experience design process which is suitable for the user will be implemented. For this reason, the goal of this study is to answer the following questions: “Which UX design guidelines are considered more efficient when desi
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Zhang, Jing, and Vlad Vamoș. "How does the UX Design of video conferencing software affect student engagement in online education?" Thesis, Jönköping University, JTH, Avdelningen för datateknik och informatik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-53164.

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Even before the spread of COVID-19 video conferencing software has seen a steady rise in use. Due to their convenient way of offering a way of seeing the other participants live while talking to them, it is quite easy to see why this kind of software became more and more used throughout the years. Now, during the pandemic, video conferencing software is more used than ever before, especially in learning environments. Nevertheless, studies show that student engagement is rather low with university students who take part in online learning. Throughout this paper, we venture into discovering the
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Schylström, Maja. "User experience in ERP system development : An action research project to involve user experience in the everyday work." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-96361.

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The aim of this project was to find and implement actions to increase ERP system developers’ ability to improve user experience. The focus has been methods and resources that are used in the everyday work, and the selected methodology was action research. The project took place at IFS, which develops the ERP system IFS Applications. The project started with a pre-study consisting of interviews, observations and a survey. Then, four workshops were organized where the methods Ad hoc personas, Heuristic evaluation and Speed sketching were introduced and practiced. The workshops also included info
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Olsson, Sara, and Sabina Forsberg. "Exploring the User Experience in Continuous Glucose Monitoring Systems." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20575.

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Typ 1-diabetes kräver ordentlig uppsyn dag och natt för att upprätthålla ett fungerandeliv. Idag använder människor allt oftare kontinuerlig glukosövervakning (CGM) för atthantera sin diabetessjukdom. Detta system mäter blodsockernivån genom en sensor somplaceras på användarens hud. Användaren skannar sedan sensorn med en handenhet ellermobilapplikation för att läsa av den nuvarande blodsockernivån och i vilken riktningblodsockret är på väg. Forskare föreslår att för att kunna skapa den bästaanvändarupplevelsen för diabetespatienter måste designers verkligen förstå användarna ochhur de interag
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Linder, Johan. "How to Develop a Help System for a Communication App." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-120537.

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This study aimed to develop a help system for a communication app, identify usability issues regarding that help system and develop redesigns to improve it. The focus was to maximize perceived usefulness and minimize perceived annoyance of the help system. During the study two design proposals were developed and two user tests, which used low-fidelity prototypes. were performed to evaluate the design proposals. The first design proposal was evaluated in the first user test, thereafter an iteration of that design was developed based on the usability issues found in the user test. This iteration
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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
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Masip, Ardévol Llúcia. "User experience methodology for the design and evaluation of interactive systems." Doctoral thesis, Universitat de Lleida, 2013. http://hdl.handle.net/10803/134762.

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L’avaluació heurística és una de les metodologies d’avaluació de la usabilitat més barates i utilitzades. Tot i així, algunes de les fases de la metodologia poden ser semi-automatitzades per tal de disminuir encara més el temps necessari per executar la metodologia i, en conseqüència, disminuir també el pressupost invertit en el procés de desenvolupament del sistema interactiu. A més, en termes generals, la qualitat d’un producte ha evolucionat de la usabilitat cap a l’experiència d’usuari. Per tant, d’acord amb les fases manuals de l’avaluació heurística i l’evolució cap a l’experiència
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Olivieri, Emily, and Loredana Isacsson. "Exploring guidelines for human-centred design in the wake of AI capabilities : A qualitative study." Thesis, Tekniska Högskolan, Jönköping University, JTH, Datateknik och informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-48072.

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Purpose – Artificial Intelligence has seen important growth in the digital area in recent years. Our aim is to explore possible guidelines that make use of AI advances to design good user experiences for digital products. Method – The proposed methods to gather the necessary qualitative data to support our claim involve open-ended interviews with UX/UI Designers working in the industry, in order to gain a deeper understanding of their thoughts and experiences. In addition, a literature review is conducted to identify the knowledge gap and build the base of our new theory. Findings – Our findin
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Haglund, Gustav, and Román Clara Mood. "Visual appeal versus usability : A quantitative analysis of the importance of visual appeal and usability in e-commerce." Thesis, Jönköping University, Tekniska Högskolan, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-48016.

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Unappealing websites are rejected quickly upon visiting them, while visitors spend more time on visually appealing websites before judging its reliability; but to what extent can visual appeal alone carry the success of a website, and is it so powerful that good usability can be sacrificed? This paper studies the respective importance of visual appeal and usability in e-commerce as factors, in order to determine which factor plays the bigger role in generating trust and credibility for an e-commerce site, as credibility perception is highly correlated with its visual complexity. The relation b
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Lüneburg, Lisa-Marie. "Experiencing the Future today: The Role of UX Demonstrators in Tactile Internet Innovation and its Impact on Technology Transfer." TUDpress, 2020. https://tud.qucosa.de/id/qucosa%3A74798.

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With the introduction of the Tactile Internet, the vision of democratising the access to skills and expertise for everyone is closer to realisation than ever before. Enabling humans to interact with cooperative product-service systems through technologies such as wearables, exo-skeletons or other IoT devices inhibits a potential of disruptive innovations to significantly change our everyday lives. Therefore, in order to create out of this technological advantages meaningful applications for society in general a shift in academic research is required away from purely technology-oriented to soci
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Embla, Stenström. "Konceptdriven designforskning för onlinedejting : En studie om att främja användarupplevelsen av matchningsprocessen på Tinder." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-18388.

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Mängden dejtingapplikationer för mobila enheter ökar stadigt och i Sverige dominerar Tinder som den mest populära mobila dejtingapplikationen. Matchningsprocessen på Tinder har dock fått motstå en del kritik då gränssnittet gör det väldigt enkelt att göra misstag. Syftet med det här examensarbetet är att undersöka matchningsprocessen på den mobila dejtingapplikation Tinder för att skapa ett nytt koncept med hjälp av metoden Konceptdriven designforskning. Med hjälp av Konceptdriven designforskning blir det nya konceptet utarbetat enligt en metodologisk guide där författaren jobbar med att grans
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Lundberg, Victor. "Redesigning the user experience : How Interaction design can be used to improve already existing form-based company services." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-105493.

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This study investigates whether interaction design principles can be used on already existing company services in order to improve the user experience and satisfaction, and how such a process should look like, and what lessons can be learned from it. The study uses an iterative approach where prototypes are created and evaluated to further improve the prototype in the next iteration. To test this a service from the company LeoVegas mobile gaming group called Antiloop is used. Firstly a literature study is conducted to find requirements on how similar services can be designed, then an interview
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Svenningsson, Nina. "What’s up AI?! : En undersökning kring människoliknande beteende hos chatbotar och dess påverkan på användarupplevelsen." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-19854.

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Artificiell intelligens (AI) sprider sig genom samhället och används mer och mer inom flera olika områden. Chatbotar är en populär form av social AI som använder sig av naturligt språk för att kommunicera med användare. Det finns olika åsikter kring huruvida en chatbot ska prata och bete sig människolikt eller inte. Den ena sidan argumenterar att chatbotar ska fortsätta utvecklas för att kunna simulera mänskligt beteende och intelligens, å andra sidan argumenteras att chatbotar ska vara tydliga med att de är maskiner och att det även kan vara positivt för användarupplevelsen om chatbotar inte
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Andersson, Johan, and Viktor Kjerrman. "Patient Empowerment and User Experience in eHealth Services : A Design-Oriented Study of eHealth Services in Uppsala County Council." Thesis, Uppsala universitet, Institutionen för informatik och media, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-202087.

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In November 2012 Uppsala County Council (UCC) introduced an eHealth service, ‘My Health Record’, that gives all inhabitants over age 18 in Uppsala County access to their health records online. However, this service has not been evaluated before this study. We conducted an interview study, based on User Experience (UX) and Patient empowerment, with users of ‘My Health Record’ to get their opinions, and to see if and how the service can be improved. Our findings shows that the users are positive to the service and the aspects that can be improved mostly concern information and communication. Bas
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46

Lång, Ida, and Anne Schlegel. "Applying cross-channel user experience design theory to practice : A case study of a public transportation company in Sweden." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Informatik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-27052.

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The emergence of digital technology, social media and ubiquitous computing in the 21stcentury changed customer behavior and created new possibilities, but also challenges, forcompanies offering their services. The new customer generation is more tech-savvy thanever before, and therefore places higher demands on companies to have well-designed experienceswith services that can be consumed through various channels. This study investigatesthese service environments to see if they are actively shaped to cross-channel ecosystemsby the companies or if the companies react to the demands of their cust
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Zimmerman, Jonelle. "Using the S-o-r Model to Understand the Impact of Website Attributes on the Online Shopping Experience." Thesis, University of North Texas, 2012. https://digital.library.unt.edu/ark:/67531/metadc149694/.

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Using Mehrabian and Russell’s (1974) stimulus (S) - organism (O) - response (R) model, this study developed online shopping experience framework that explains consumer behavioral responses toward online and offline stores. The results of the examined hypothesized relationships in this study reveal website attributes that create positive affective and attitudinal states and behavioral responses toward the retailers and retailers’ websites. Among website attributes, interface design is the strongest predictor of all behavioral responses, while website attributes relating to shopping services and
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48

Kornblad, Moa. "IKEA flytt[AR] in." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20006.

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Digitaliseringens framfart tillsammans människors allt högre förväntningar på teknisk utveckling, kvalitet och effektivitet ställer större krav på företag att skapa tillfredsställande användarupplevelser av produkter och tjänster. Applikationen IKEA Place är framtagen för att möta konsumenterna på deras villkor och genom tillfredsställande användarupplevelser påverka deras köpbeslut. För att ta reda på om och hur användarupplevelsen av IKEA Place påverkar användarnas intentioner att köpa produkter från IKEA har en enkätundersökning och två fokusgruppsdiskussioner genomförts. Som en del av foku
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Pacheco, Alisson Douglas da Silveira. "Pesquisa em experiência do usuário e processo de projeto: uma exploração do mercado de tecnologia da informação." Universidade do Vale do Rio dos Sinos, 2016. http://www.repositorio.jesuita.org.br/handle/UNISINOS/5278.

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Submitted by Silvana Teresinha Dornelles Studzinski (sstudzinski) on 2016-05-24T12:43:55Z No. of bitstreams: 2 Alisson Douglas da Silveira Pacheco_.pdf: 1636217 bytes, checksum: 51329f702f4c2f888f5078f40c30e91a (MD5) Alisson Douglas da Silveira Pacheco_.pdf: 1636217 bytes, checksum: 51329f702f4c2f888f5078f40c30e91a (MD5)<br>Made available in DSpace on 2016-05-24T12:43:57Z (GMT). No. of bitstreams: 2 Alisson Douglas da Silveira Pacheco_.pdf: 1636217 bytes, checksum: 51329f702f4c2f888f5078f40c30e91a (MD5) Alisson Douglas da Silveira Pacheco_.pdf: 1636217 bytes, checksum: 51329f702f4c2f888f5
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Mannerhagen, Anders. "Smartphone apps for bank services : A design case." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-78713.

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The fast paced evolution of technology has changed the way people interact with service providers in a significant way; the introduction of new service delivery channels has mainly been based on technological advances rather than on customer needs. During the last 20 years the banks have extended their service offerings from just having the branch offices to the multichannel service delivery systems of today, including; phones, computers and smartphone apps. Previous research has concluded that there were many barriers for mobile banking to become a widespread service delivery channel for bank
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