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Dissertations / Theses on the topic 'UI/UX design'

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1

Beregovyi, Oleksandr. "The difference between UI and UX design." Thesis, Київський національний університет технологій та дизайну, 2019. https://er.knutd.edu.ua/handle/123456789/13036.

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Rask, Jim, and Sebastian Pierre. "Utveckling med JavaScript-ramverk och UX/UI." Thesis, Högskolan i Jönköping, Tekniska Högskolan, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-29651.

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Andersson, Elias. "The impact of UI design on reseller behavior." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-18692.

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The study assesses the influence certain individual factors have on reseller employees online purchasing behavior, after various UI alterations were implemented on a leading tech manufacturer’s web application. A total of 207 reseller employees, from 46 different countries, participated in an 8 week long within-subjects designed A/B test. By examining four different individual factors (age, gender, education/income and culture) and the participants usage analytics data, it was possible draw some pertinent conclusions as to how resellers are affected by UI alterations. The results confirm what
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Могила, А. С. "Інформаційна технологія проектування користувацького інтерфейсу односторінкового веб-додатку". Master's thesis, Сумський державний університет, 2018. http://essuir.sumdu.edu.ua/handle/123456789/72321.

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Розроблено веб-сайт на основі SPA технології з відмінним UI/UX дизайном. Основна увага була приділена розробці front-end, back-end, впровадження UI/UX прототипування дизайну, а також розробці UI анимації.
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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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Liang, Jingyi. "'ParkinVT', A Concept Mobile Application for Improved Parking at Virginia Tech." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/78227.

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Parking continually becomes an issue in the modern society. Not only appears in the large cities like New York or Chicago, on-campus parking also a big problem annoys students in lots of universities. With of smartphone development, many mobile applications are designed for solving the parking issues. This final thesis study is a concept multiplatform mobile application called 'ParkinVT', which designs for improved parking in Virginia Tech. This study covers all standard procedures of application design. First, the study of 'ParkinVT' started with the research of the background, equipment, and
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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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Абраменко, А. І. "Розробка дизайну мобільного додатку за допомогою інструментів Figma". Thesis, Чернігів, 2021. http://ir.stu.cn.ua/123456789/22995.

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Абраменко, А. І. Розробка дизайну мобільного додатку за допомогою інструментів Figma : випускна кваліфікаційна робота : 123 "Кoмп’ютepнa iнжeнepiя" / А. І. Абраменко ; керівник роботи Є. В. Нікітенко ; НУ "Чернігівська політехніка", кафедра iнфopмaцiйниx тa кoмп’ютepниx cиcтeм. – Чернігів, 2021. – 50 с.<br>Мeтoю квaлiфiкaцiйнoїpoбoти є проектування інтерфейсу для додатку що допомагає користувачам накопичувати та витрачати бали; Для peaлiзaцiї зaпpoпoнoвaнoгo інтерфейсу будe викopиcтoвувaтиcя векторне середовище Figma, середовище для проектування Miro, середовище для підготовки макету до експор
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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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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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Hallberg, Emil. "Evaluation of the Effectiveness of Implementing a UI Library in FinTech Applications." Thesis, Umeå universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-184549.

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Implementing new technology into a complex software developing environment comes with many challenges in terms of code, user interface design, and developer experience. It is well-established that the pressing demand for security and regulations within financial technology makes it even more essential to implement new technologies with care and minimised risks. This work aims to determine the effectiveness of such implementations. Specifically, it evaluates the effectiveness of implementing a UI library in a FinTech application to find the most suitable approach. In this context, a UI library
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Hjelm, Wilhelm, and Patrik Grändevall. "Sätt fler användare i centrum med åldersresponsiv design." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-142871.

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Under 2017 spås det att de första åldersresponsiva webbplatserna kommer publiceras. En webbplats som inte bara anpassar sig efter vilken enhet besökaren kommer från, utan även användarens ålder. I denna studie finner vi vilka problem som kan knytas till just användarens ålder.
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Forslund, Max, and Johannes Ek. "Digitalt projektledningsverktyg baserat på principer inom gamification : Med syftet att öka motivationen och engagemanget i användandet." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-71904.

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I denna studie har ett konstruktionsarbete utförts där ett projektledningsverktyg tagits fram. Projektledningsverktyget ämnar till att öka de värdeskapande processer som sker i användandet av verktyget. Syftet med studien är därmed att undersöka hur motivationen och engagemanget i användandet kan höjas genom att implementera gamification-principer i verktygets gränssnitt och funktionalitet. Studien bygger på en förstudie från tidigare forskning inom projektledning och planering samt tjänsteinnovation som blir den bakomliggande strukturen i studien. Detta kombineras med teorier och principer in
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Björk, Hanna, and Gustav Johnsson. "Navigation i komplexa miljöer med hjälp av digitala tjänster och IoT." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74727.

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Forskning och implementering av teknik och tjänster för navigering utomhus, såsom GPS, har kommit långt om man jämför med de alternativen som i dagsläget erbjuds för motparten för navigering inomhus. Användarvänliga wayfinding-lösningar för inomhusbruk är ett område som fortfarande har ett stort behov av mer forskning inriktad på rekommendationer och genomförbarhet av god praxis. Ett av våra mål under forskningsprocessen syftade till att undersöka och identifiera de mest lämpliga sätten att förmedla wayfinding-lösningar till slutanvändarna i olika situationer. För att vi skulle kunna undersöka
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Sjögren, August. "Development of a standalone mobile application for Saab Support Portals." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-162469.

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Saab is a large swedish company providing a multitude of different products and services. This also means that Saab has to provide support and customer service for said products. Currently this is handled online in Support Portals, where customers and partners can access product information as well as an issue management system called SIRS. In the current situation the system is tailored for a desktop experience, and the workflow is therefore limited in terms of mobility. This project aims to allow the users to be more mobile by investigating the possibility of developing a mobile application
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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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Politi, Fabio. "Uniradio Cesena: Progettazione ed implementazione di una Mobile App per Web radio." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/7575/.

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L'avvento delle nuove tecnologie e dei nuovi terminali Smartphone, ha portato ad una sempre più ampia implementazioni di applicazioni mobile. L'obiettivo di questa tesi è quello di illustrare il processo di progettazione ed implementazione di una mobile App per la Web Radio degli studenti universitari di Cesena: Uniradio Cesena.
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Ghrabeti, Dana. "Visualisering av ägande i startupföretag." Thesis, Uppsala universitet, Avdelningen för visuell information och interaktion, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-341294.

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Capitalization table (cap table) is a public ledger that tracks the equity ownership of a company’s shareholders. For start-up and non-public companies this information is usually stored in a spreadsheet but even after just a couple of investment rounds the cap table can become highly complex. A factor that further increases the complexity is the need for entrepreneurs and investors to use the data for analysis and calculations for future decision making. The purpose of the thesis has been to create a design hypotheses of a usable graphical user interface that allows shareholders to more clear
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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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Katarina, Hägglund. "Presenting information through a dashboard for Smart Video evaluations : The process of developing a design for a marketing dashboard." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-148454.

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Using the internet for watching videos or online shopping keeps growing, along with video advertisement to increase online sales. To know if the video actually increases the online sales, the owner of a video ad wants to do follow ups on how the video is doing, and get statistics. A different solution from the original video ads is Smart Video. It is an interactive video player with a clickable slideshow of products. This video can get even more types of statistics than a normal video, and today that statistic is not accessible for the Smart Video clients, without the help of someone from the
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Azamfirei, Victor, and Navarro Luis Donaldo Preciado. "Interface Design for Driver Operated Control Systems." Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13899.

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Nisbel, Aron. "Investigation Of Complex Strategy Games On Console: Evaluating The Potential Possibilities Of One User Interface To Rule Them All." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-181616.

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Building complex games like Grand Strategy Games for both PC and console is a costly endeavour. Normally, two different platforms imply two different User Interface (UI) and User Experience (UX) designs, even though it is the same game. If the game’s UI could have similar designs for both platforms, this costly obstacle could be overcome. This study aimed to take the first steps to look at “one UI to rule them all”. Due to the lack of existing research on this topic, this study had to begin from scratch. This led to a focus on existing strategy games on consoles, and an evaluation of the User
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Jusufovic, Dennis, and Aly Bardan. "The Design Of A Check In Application For User Safety : Development of a user centered application, adapted to a wide user group with the purpose of specific location human activity forecasting." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-86315.

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The covid-19 pandemic initiated this master thesis project. The pandemic has spread globally causing a lot of fear and uncertainty. We noticed the big shift in people’s daily routines, with the current state being that many individuals are stuck at home, scared to go outside, scared to meet with family members that are within the risk group. The future is very uncertain, people not knowing when society will return to normal. To provide people with a sense of safety, a tool for an easier daily routine, the feeling of more control in their daily lives, an opportunity to help others. These are al
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Flügge, Josefine, and Gustaf Liljegren. "Användarcentrerad Guide för Hållbart Jordbruk - Utformning av ett gränssnitt för utveckling av kvävegödslingsstrategier." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-165369.

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I detta examensarbete beskrivs processen för att designa, implementera och utvärdera ett webbgränssnitt som syftar till att hjälpa lantbrukare att ta fram en skräddarsydd kvävegödslingsstrategi. Målet med examensarbetet var att utforska hur ett sådant verktyg kan bli implementerat och brukas av målgruppen. I synnerhet granskades vilken data som är meningsfull för att ta beslut om kvävegödsling, hur gränssnittet kan implementeras för att vägleda användaren till ett beslut samt hur verktyget kan uppmana till mer effektiv växtodling.
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Hampusson, Kerstin, and Emma Ljungberg. "Skolådeproblemet: Att designa en app för att underlätta ett företags kvittohantering." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-150557.

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Denna studie har utgått från ett specifikt fall som slutligen resulterat i en prototyp av en app som löser det så kallade skolådeproblemet. Skolådeproblemet definieras som den flaskhals som uppstår när en redovisningsbyrås kunder sparar sina kvitton på ett ostrukturerat sätt och sedan överlämnar dessa klumpvis till redovisningsbyrån. Ofta saknas tillhörande information vilket resulterar i en hanteringsprocess som kan vara tidskrävande och kostsam för både redovisningsbyrån och deras kunder. I appen kan användaren istället fota sitt kvitto, välja kvittotyp och slutligen skicka iväg kvittot dire
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Leyoudec, Lénaïk. "L'éditorialisation du film de famille : l'architexte Famille TM comme support d'un exercice de la mémoire." Thesis, Compiègne, 2017. http://www.theses.fr/2017COMP2325.

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Cette recherche menée au sein du pôle de recherche et développement de la société Perfect Memory s'intéresse à l'accompagnement de la mémoire familiale via un dispositif technique, interrogé par le prisme des sciences de l'information et de la communication. Elle propose la construction d'une approche d'éditorialisation du document numérique permettant à chacun de s'approprier son patrimoine culturel au travers de l'utilisation du dispositif technique co-construit, l'application Web Famille TM. L'interrogation du milieu socio-économique de la préservation et la valorisation du patrimoine cultu
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Mateus, Forero Andrea D. "DESIGN IN ADAPTATION TO DROUGHTS AND HEAT WAVES CAUSED BY CLIMATECHANGE IN RICE FARMS IN LERIDA, TOLIMA, COLOMBIA." Miami University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=miami151213167340772.

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Klang, Maja, and Karin Nilsson. "Anpassning av skolplattform för förskola." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-160521.

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Inom interaktionsdesign tillförs användbarhet som en aspekt i designprocessen vid utformningen av interaktiva produkter. Syftet med denna studie var att utforma en användbar applikation med målet att digitalisera och effektivisera förskolepedagogers dagliga arbete samt ge målgruppen en positiv användarupplevelse. Designprocessen bestod av delar - konceptfasen, bearbetningsfasen och detaljeringsfasen - och resulterade slutligen i en prototyp av applikationen Kidskollen med funktioner inom närvarohantering, barninformation och kommunikation. Studien avslutades med att målgruppen fick utvärdera d
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Eliasson, Lisa, and Hatharat Silawiang. "Märkbara renar : En digitaliserad och effektiv renmärkning." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-85308.

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Idag utförs renmärkningen för att hålla koll på vilka renar som hör till vilken renägare. För att identifiera och särskilja renarna, räknas dem manuellt, alltså genom att personer går in i inhägnaden och prickar av renarna i en bok. Processen för att märka kalvarna kan ta upp mot två dagar beroende på om alla renarna har kommit in i inhägnaden, processen blir då lång och utdragen. Detta kommer vara utgångspunkterna i projektet, att identifiera renarna på ett mer effektivt och hållbart sätt. Detta är ett examensarbete för Högskoleingenjör Teknisk design vid Luleå tekniska universitet, som ska u
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Höglund, Salomon. "Informing Users About Fingerprinting." Thesis, Södertörns högskola, Medieteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-38592.

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In peoples hyperconnected lives, a price to pay is their internet privacy and the different risks it faces the second their browser connects to the web. One such risk comes from how web tracking collect and analyze users information. This paper explores an approach to how web browsers can inform its users about the web tracking technique Fingerprinting, and through the concept presentation of this approach see: what key key aspects of visual aesthetics that affects the users experience when being informed; and to what extent differences in technological interest and knowledge affect users rece
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Bergvik, David. "Designing experiences for virtual reality, in virtual reality : A design process evaluation." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-138062.

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Creating immersive experiences for virtual reality (VR) presents new design opportunities and challenges that do not appear when creating experiences on a screen. Creating prototypes and exploring concepts in VR is today limited to professionals with previous knowledge in 3D application development, and testing 3D experiences requires the usage of an Head-Mounted Display (HMD), which forces professionals to switch medium from the computer to an HMD. With new advances in this field, there have to be new solutions to these challenges. The goal of this thesis is to explore how VR technology can b
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Persson, Tobias. "Design of a workstation for teleoperated forwarders : Exploring the future work within forestry." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-80045.

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This thesis work has been the result of a five-year Industrial Design Engineering education at Luleå University of Technology. The project has investigated the possibilities of teleoperating forest machines using a human-centered design approach. The work has been conducted for Skogforsk, which is the Swedish institute for forestry. The project’s objective was to present ideas on how future teleoperation can improve the work as a forwarder operator. The aim was to identify the forwarder operators’ specific needs and explore how the development of a teleoperated workstation can address those ne
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Abduljalel, Viyan. "Improving post-productionfeedback process." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-173961.

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The process of producing entertaining video and films is complicated and time consuming. One of the complicated parts of post-production of entertaining content is getting feedback and reviewing the draft edit. After the filming process of a series or a film completed, the editors start working on the cut materials. This is a stage in the process where the editor will get their cut reviewed and receive feedback from different teams on the rough-cut or editor cuts. Today the review and the feedback between the editor and reviewer is done online directly through email.
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Saleh, Diana. "Interaction Design for Remote Control of Military Unmanned Ground Vehicles." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-174074.

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The fast technology development for military unmanned ground vehicles (UGVs) has led to a considerable demand to explore the soldier’s role in an interactive UGV system. This thesis explores how to design interactive systems for UGVs for infantry soldiers in the Swedish Armed Force. This was done through a user-centered design approach in three steps; (1) identifying the design drivers of the targeted military context through qualitative observations and user interviews, (2) using the design drivers to investigate concepts for controlling the UGV, and (3) create and evaluate a prototype of an
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Gasperini, Andrea. "Style Guide per lo sviluppo di servizi mobili per gli studenti." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/13065/.

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In questo lavoro di progetto di tesi è stata realizzata la Living Style Guide StudentiOnLine, contenente gli elementi, le molecole e le linee guida fondamentali per la futura realizzazione e sviluppo dell'applicazione per dispositivi mobili SOL dell'Università di Bologna. Per la realizzazione della Living Style Guide SOL si è reso opportuno l’utilizzo del template associato al moderno framework HTML5-CSS3 Bootstrap in modo tale da garantire lo sviluppo futuro dell'applicazione Web Mobile StudentiOnLine con uno stile uniforme e ottenere, quindi, un layout usabile e un UX design. Si è reso nece
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Machado, Ana Raquel Brinca. "UX/UI na Buildtoo." Master's thesis, 2020. http://hdl.handle.net/10316/92544.

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Dissertação de Mestrado em Design e Multimédia apresentada à Faculdade de Ciências e Tecnologia<br>A dissertação que ora se submete a apreciação crítica tem por objeto o redesign da plataforma Buildtoo para dispositivos mobile, nomeadamente o smartphone. Esta plataforma online possui funcionalidades que permitem a comunicação entre várias entidades, reposição de documentos e visualização de dados em tempo real sobre o progresso do projeto, da fase de financiamento, passando pelo projeto até à obra. Este produto de software foi concebido para facilitar os utilizadores – os colaboradores da em
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Freitas, Fátima Carolina França. "Programação Web UX/UI Design." Master's thesis, 2017. http://hdl.handle.net/10362/23790.

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O estágio realizado na Mobiag, empresa de desenvolvimento de software de carsharing, para fins de conclusão do Mestrado em Novos Media e Práticas Web, realizou-se de 10 de Outubro de 2016 a 10 de Janeiro de 2017 e dividiu-se em dois projectos: na avaliação da usabilidade da aplicação mobile Citydrive, um dos clientes da respetiva empresa, e na gestão e criação de conteúdo para a documentação da API da Mobiag. Este relatório irá abordar as estratégias utilizadas para fazer a avaliação da usabilidade da aplicação mobile e a explicação das novas tecnologias e ferramentas aprendidas e utilizadas
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Martins, Ana Carolina Correia. "Conceito UI/UX para website." Master's thesis, 2020. http://hdl.handle.net/10316/92239.

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Dissertação de Mestrado em Design e Multimédia apresentada à Faculdade de Ciências e Tecnologia<br>Este trabalho nasce do projeto de UI/UX e implementação front-end de uma plataforma gamificada para descobrir música através da partilha de conhecimentos musicais entre colegas de trabalho. O Random Jukebox (versão beta) é o produto em questão, tendo sido apresentado e acompanhado em estágio pela HYP, uma empresa tecnológica de desenvolvimento de soluções web e mobile em Coimbra. O desafio de redesign apresenta-se como um problema de como é que uma intervenção a este nível, alinhada com os princí
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Wolters, Rita Marina da Providência. "beYou2 - Design UI/UX de uma interface para intervenção psicológica." Master's thesis, 2021. http://hdl.handle.net/10316/98225.

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Dissertação de Mestrado em Design e Multimédia apresentada à Faculdade de Ciências e Tecnologia<br>Na sociedade há um grande estigma e desvalorização da saúde mental. Os adolescentes sofrem grandes mudanças, o que pode interferir na saúde mental deles, não procurando ajuda na maior parte dos casos. Os educadores, por sua vez, acabam por não se aperceberem da situação em que os jovens se encontram. Isto pode acabar por causar insucesso escolar, sofrimento e isolamento, que causa grande impacto no futuro do adolescente. O projeto SMS foi desenvolvido por um grupo de psicólogos investigadores do
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Zdeňková, Lucie. "Využití UX principů ve městě: Případová studie UX a UI při nákupu jízdného na MHD." Master's thesis, 2021. http://www.nusl.cz/ntk/nusl-448983.

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The text of the thesis deals with the purchase of public transport fares in terms of user- friendliness and usability. The aim is to map the area of fare purchase theoretically and practically, including the user perspective. The theoretical ground is the concepts of User Experience, User Interface, Human-computer Interaction, smart city, the theory of the city as an interface. Important parts are also the theoretical aspects of the User Experience in the city environment. Literature review of current research in public transport ticketing systems with user-friendliness perspective presents cu
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Moderno, Fábio Rodrigues. "Smart Lamppost - Sistema de Identidade Visual e a sua Aplicação em Diversos Meios." Master's thesis, 2018. http://hdl.handle.net/10316/86108.

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Dissertação de Mestrado em Design e Multimédia apresentada à Faculdade de Ciências e Tecnologia<br>Nos dias de hoje, colocar uma marca no mercado e fazê-lo de forma correta nos meios adequados, assume cada vez mais importância. O sucesso dela e a forma como é entendida estão dependentes da sua imagem.Este projeto, inserido no estágio do Mestrado em Design e Multimédia da Universidade de Coimbra, tem como tema “Smart Lamppost - Desenvolvimento de um sistema de identidade visual e a sua aplicação em diversos meios”. Trata-se de um produto em desenvolvimento e este projeto consiste na criação da
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Neves, Ana. "Forma do livro - encadernação para designers." Master's thesis, 2019. http://hdl.handle.net/10400.26/29678.

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O projeto teve como intuito abordar áreas como o design gráfico, o web design e a encadernação, criando o layout e a identidade de uma plataforma digital didática sobre encadernação. Tendo como público alvo designers e encadernadores, teve como característica original a dinamização da técnica, incentivando a aprendizagem e exploração da mesma, de uma forma clara e acessível através da partilha de conhecimento. Tendo em conta a pesquisa inicial, identificou-se assim um problema tendo-se constatado a existência de informação em bibliotecas que não se mostraram de muito fácil acesso nos dias de h
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Filho, Ricardo Tadeu Reis Silva. "Projetando e testando um modelo de processo baseado no Design Sprint com UX Ágil dentro de uma Empresa de Dados e Nuvem." Master's thesis, 2022. http://hdl.handle.net/10400.26/40054.

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Este estudo de caso trata-se de uma pesquisa exploratória que resulta na concepção e desenvolvimento de um modelo de processo de design para uma empresa de tecnologia baseado no método de Sprint design do Jake Knapp em conjunto com o Agile UX de Deepak Arasu. A proposta de implementar um conceito baseado em Knowledge Discovery in Database (KDD) no processo vem como um suporte para que os designers trabalhem melhor com os dados e assim entendam o problema em profundidade para chegar a uma solução melhor, para uma empresa de dados e nuvem. Para a concepção do processo, foi necessário ant
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Santos, Mariana de Vasconcelos e. Sousa Guimarães dos. "Design de Transição - Canvas Comuns." Master's thesis, 2020. http://hdl.handle.net/10316/92565.

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Dissertação de Mestrado em Design e Multimédia apresentada à Faculdade de Ciências e Tecnologia<br>The work being presented aims to create a collaborative design tool for the development of Transition Design projects, where canvas will be used to explore its practices. Transition Design is a design discipline that only recently has started to gather attention, in which it is assumed that there's a need for transitions to more sustainable futures by finding solutions through new design approaches. The platform being planned and developed here provides an exploratory path to a possible answer to
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Lopes, Ana. "Projeto de uma aplicação mobile para os adeptos do Sporting Clube de Braga." Master's thesis, 2020. http://hdl.handle.net/10400.26/33139.

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Resultado de uma constante e crescente utilização do smartphone, assim como de uma necessidade também constante de partilha de informação e rápida comunicação, a aplicação SCBraga é o produto proposto a partir de uma exploração das necessidades dos sócios do Sporting Clube de Braga face a esta realidade. Sendo o Sporting Clube de Braga um clube português que beneficiaria em criar uma plataforma que fortalecesse a comunicação com os seus sócios, propõem-se deste modo desenvolver uma aplicação móvel de forma a reforçar a facilidade de acesso à informação fornecida aos sócios, assim como a manei
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Simões, Elisabete Gonçalves. "Re-Crowdplay." Master's thesis, 2017. http://hdl.handle.net/10316/83390.

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Dissertação de Mestrado em Design e Multimédia apresentada à Faculdade de Ciências e Tecnologia<br>Esta dissertação descreve o processo de design de uma interface web para uma aplicação de testes e otimização de jogos, o Crowdplay. A indústria dos jogos tem aumentado consideravelmente e o extenso processo de desenvolvimento e avaliação são grandes desafios na prática de design de jogos. Embora haja progressos, no que toca a métodos para avaliar e melhorar os jogos, o problema persiste e foi com este objetivo que surgiu a ferramenta Crowdplay. Esta plataforma web foi desenhada p
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Silva, Sara Alexandra Lopes da. "ANTI-AMNESIA:E-MARKETPLACE AS A MEDIATOR TO PRESERVE TRADITIONAL INDUSTRIES." Master's thesis, 2020. http://hdl.handle.net/11110/2075.

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Traditional industries in Portugal face challenges that compromise their economic viability, such as apathy from younger generations and an increased incompatibility with the new technologies, that can potentially cause the dissipation of these practices and traditions as a reliable source of income. This research aims to contribute to the preservation and revitalization of these crafts through an electronic marketplace that concentrates consumers and merchants in the same ecosystem, encouraging artisans to shift and expand their sales channel in a low-risk online scenario. The practical devel
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Matos, Daniela Andreia Vieira de. "DESIGN DIGITAL APLICADO À PROBLEMÁTICA DO ABANDONO DE ANIMAIS." Master's thesis, 2021. http://hdl.handle.net/11110/2321.

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O presente projeto teve como objetivo entender como uma plataforma digital pode contribuir para dinamizar e auxiliar a causa animal em Portugal. Perante a realidade dos números do abandono animal, é urgente entender esta problemática e procurar soluções. Com o crescimento das redes sociais, da rápida e eficaz partilha de informação e do desenvolvimento destas tecnologias, o Design Digital tem um papel importante no alcance dessas soluções. Inicialmente, procedeu-se à realização de entrevistas a quatro associações de proteção animal da região do Minho que permitiram recolher informações m
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Monteiro, Catarina Alexandra Félix. "Upsie: a mobile app on financial education for teenagers." Master's thesis, 2020. http://hdl.handle.net/10400.26/35308.

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Teenagers live in a world surrounded by technological devices that are constantly connected to the Internet. They are born instinctively knowing how to use these devices and quickly cannot live without them. This constant online presence and open access to social media full of advertisement campaigns, encourage consumerist behaviors at an increasingly early age. However, teenagers often do not know how to manage money or have a critical opinion on their consuming habits. This problem motivated a research project with the goal of creating an educational and serious mobile app, using gamificatio
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Martins, Susana Maria de Matos. "O CONTRIBUTO DO DESIGN NO DESENVOLVIMENTO DE DASHBOARD DE APOIO À GESTÃO EMPRESARIAL." Master's thesis, 2020. http://hdl.handle.net/11110/2090.

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O presente projeto de investigação pretende demonstrar como os meios digitais, em particular a solução gráfica de dashboard, através de uma síntese de indicadores de desempenho da empresa, de fácil leitura, pode contribuir para a identificação e resolução pró-ativa de problemas na gestão empresarial. O projeto consistiu no estudo e desenvolvimento de uma aplicação móvel, de apoio à gestão estratégica da empresa iBD Global, por meio do desenho de painéis gráficos (dashboards). A aplicação móvel pretende monitorizar e disponibilizar em tempo real os dados operacionais e de gestão apresentados no
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