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Dissertations / Theses on the topic 'Ux design'

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Ситник, Анастасія Леонідівна. "Mobile design (UX)." Thesis, Київський національний університет технологій та дизайну, 2020. https://er.knutd.edu.ua/handle/123456789/15361.

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Lavrell, Mikaela, and Robin Lundqvist. "UX-Design for Automated Restroom Door." Thesis, KTH, Maskinkonstruktion (Avd.), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-277896.

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Public restrooms are used by most people but for some, these visits are inconvenient, filled with worry or fears. In 2016, a comprehensive survey was conducted in which more than half of the responded believed that they could get a disease from public restrooms, more than a quarter avoided touching the door handles and 45% avoided visiting a public toilet due to lock issues (Toalettrapporten, 2016). In 2002, requirements regarding public restrooms were introduced in Sweden to promote accessibility for people with reduced mobility. These requirements include, among other things, wide doors, low
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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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Wigelius, Viktor. "Utveckling av on-demandbaserad biltvättsbokning utifrån ett UX-perspektiv." Thesis, Högskolan i Gävle, Avdelningen för industriell ekonomi, industridesign och maskinteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-29676.

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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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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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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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Bahtiri, Blerand. "UX and Service Design for Zbee Based Corporate Carsharing." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-147251.

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What transportation means corporations choose for satisfying their mobility needs may have an essential impact on the environment. Choosing environmental friendly, alternatives such as battery driven light electric vehicles, would mean drastically contributing to a more sustainable environment. Meanwhile as carsharing solutions, continuously rise in popularity together with other sharing economy business models so do their possibilities to satisfy the mobility needs for corporations either by them implementing their own carsharing service or by investing on external services offered by establi
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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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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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Pedersen, Line. "Dark pattern design inom e-handel : Från UX-designers perspektiv." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20083.

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Dark Pattern Design är ett paraplybegrepp för design vars syfte är att förvirra, vilseleda eller utnyttja användaren. Detta görs genom att man konstruerar gränssnittet på ett sådant sätt att det döljer, försvårar eller omöjliggör en viss handling för användaren – dessa sätt att designa ett gränssnitt på går att identifiera genom olika mönster. Brignull (2010) och Gray m.fl. (2018) har gjort skapat olika kategorier och definitioner för dessa mönster, men det existerar även andra standarder upprättade av andra forskare och branschexperter. Näthandeln är ett av de vanligaste ställena där man kan
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Skog, Andersen Lukas. "Integration av Utvecklingsmiljöer för en Främjad Användarupplevelse." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-84911.

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Dagens allt mer komplexa utvecklingsmiljöer gör att det blir viktigare att användaren hartillgång till rätt information vid rätt tillfälle. Ett stort problem med dagens utvecklingsmiljöersom används vid utveckling av ärendehanteringssystem är att de ej är integrerade vilket medföratt användaren måste flytta information mellan system manuellt. Den här studien undersöker hur en integrerad utvecklingsmiljö kan designas för att minskamängden information som användaren måste hålla i minnet och där med främjaanvändarupplevelsen. Studien följer metoden design science research methodology. Enförstudie
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Feldt, Tommy. "Supporting Group Communication Among UX Consultants." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-173909.

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Professional User Experience (UX) practitioners have an inherent need for effective group communication practices. If they work as external consultants, the need is arguably even greater. Enterprise Social Media (ESM) technologies have affordances that make them seem promising for this domain. The aim of this thesis is thus to identify the domain-specific communicative needs of UX consultants, and discuss how these might be supported using ESM. A case study was conducted, examining how the ESM system Yammer was used by a group of UX consultants at a major Swedish IT firm. Through interviews wi
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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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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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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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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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Larsson, Fredrik, and Bertil Skeppar. "Högt teknologiskt förtroende för en blockkedjebaserad tjänst inom informationshantering : UX designprinciper." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-85911.

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Denna uppsats syftar till att skapa djupare förståelse över UX designprinciper för att designaför högt teknologiskt förtroende på en digital tjänst som baseras på blockkedjeteknologi inominformationshantering. Studien syftar också till att skapa förståelse över om det är möjligt attskapa en blockkedje baserad digital tjänst med högt teknologiskt förtroende för personer somska genomföra en begagnad bilaffär.Studien använder teorier kring Människa-Dator-Interaktion, användarupplevelse design,användbarhet och användargränssnittsdesignFör att svara på undersökningens syfte genomfördes en designstu
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Bennarsten, Simon. "UX-Design av en ny webbapplikation : En mötesplats för studenter och arbetsgivare." Thesis, Karlstads universitet, Handelshögskolan (from 2013), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-79091.

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Pineschi, Vinicius. "El rol del UX Design en la era de la transformación digital." Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/653481.

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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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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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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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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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Troicher, Maximilian. "BMW DUALITY : Exterior interactions and how to utilize a future car shell in a meaningful way." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-181760.

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New opportunities open up in a future, where autonomy is daily business, car lighting loses its main purpose and engine sounds are gone completely. BMW Duality is a Concept that focuses on interactions with the exterior of future vehicles. These interactions use multiple human senses to create a unique exterior experience that changes the sensual perception of vehicles when approaching them. The cars physical shape is inspired by the simplicity of 80s and 90s design to offer a clean canvas for the layer of rich digital impressions which will be added on top of it. Sound design, haptic feedback
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Carlbring, Josefin. "Användarcentrerad dashboard för kommunikationsflödet hos större företag : UX-design i en kvalitativ fältstudie." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139692.

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Den presenterade studien har som syfte att ta fram en användarcentrerad dashboard (översikt) för ett kommunikationsflöde som ska fungera hos större företag. I denna interdisciplinära studie utfördes multipla tester i 6 steg ([1] förstudie, koncept skapas [2] intervju med stakeholders, [3] koncept revideras, [4] tänka-högt test med feedbackintervju, [5] koncept revideras, [6] tänka-högt test med feedbackintervju samt SUS-utvärdering), för att utifrån vad användare uppfattar och presterar ta fram ett designkoncept. Detta koncept visualiseras och används i testerna som en digital prototyp för mob
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Gisle, Olivia, and Jenny Wickman. "Upplevelsen av UX-design i korrelation till varumärke : En studie av fallet ICA." Thesis, Uppsala universitet, Institutionen för informatik och media, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-377275.

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This study's aim is to examine the correlation between UX-design (user experience design)and brand. This happens through focusing on studying the possible importance of UX-designas a communication means of a brand. The specific case that is studied is the potentialconnection between the less optimal UX-design at the company ICA’s application websiteand how well their brand is communicated to the study’s participants. Furthermore it isexamined if and why this has an effect on previously held values associated with ICA’sbrand. To fulfill the purpose three research questions were used: does ICA’s
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Holmquist, Kullin Emma. "För användarens bästa : En kvalitativ studie av UX-design och användarundervisning på högskolebibliotek." Thesis, Uppsala universitet, Institutionen för ABM, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-448211.

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Introduction. The aim of this thesis is to investigate problems that users face when using a library discovery service, and determine which problems can be solved by UX design and which problems must be solved by information literacy teaching. A second aim is to examine how UX specialists and user instruction specialists cooperate and how these two specialties are shaped by each other and by the discovery service. Method. User problems were identified by analyzing documented reference questions from the library support chat. A survey based on the user problems was sent to UX specialists and us
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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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Jägerstedt, Adam. "Utveckling av ett onlinebokningssystem för besöksnäringen." Thesis, Högskolan i Gävle, Avdelningen för bygg- energi- och miljöteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-27777.

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De digitala tjänsterna växter och tar allt mer plats i vår vardag, näst intill 100 procent av den svenska befolkningen besöker internet och många av dem gör det via mobiltelefonen. Samhällsutvecklingen blir således att tjänster som tidigare ägt rum i det fysiska förflyttas till det digitala. DL Systems AB grundat 1995 med kontor i Söderhamn, har utvecklat bokningssystemet DLBOOKIT som i sin tur används av kunder inom besöksnäringen av skidorter och stugbyar i Sverige. Bokningssystemet var ett av det första i sitt slag, men inom en ständigt utvecklande bransch står DL Systems AB inför nya utman
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Rudblom, Matilda, and Elin Elfström. "UX som tankesätt istället för arbetssätt : En studie om hur designers hos SME-företag i den svenska designbranschen förhåller sig till UX-design och användarmedverkan i designprocessen." Thesis, Högskolan Väst, Avd för medier och design, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-15477.

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The purpose of this study is to find out if the gap between theory and practice is also visible in the Swedish design industry and how the gap could then be reduced. Previous research describes a lack of UX (User eXperience) work in design processes and a study has therefore been conducted with the aim to formalize guidelines for how companies, which do not include UX and users in their design processes, should develop their UX work in order to offer better artifacts. The results of the study shows that the majority of designers have UX as a design approach. Designers in the industry often kno
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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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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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Nilsson, Madeleine. "UX method development from Usability testing with Eye tracking for E-commerce." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21842.

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This thesis investigates the knowledge around the field of eye tracking within e-commerce, and specifically CDON. Eyetracking is a powerful tool within usability testing and it makes us as designers see what the user is actually looking at on the screen. This paper will present the design process and through usability testing result in how to gather and later on analyse data to benefit e-commerce. The study contains research around the methods of eyetracking and usability testing for e-commerce within the field of interaction design that results in a developed user experience method, specializ
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Roksic, Sandra. "An Inclusive Design Approach to Integrating an External Human Machine Interface with Autonomous Vehicles." DigitalCommons@CalPoly, 2021. https://digitalcommons.calpoly.edu/theses/2328.

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As autonomous vehicles become more prevalent in urban traffic settings, the safety of vulnerable road users, predominantly pedestrians, must be placed in high regard relative to the design of the autonomous vehicle's (AV's) external human machine interface (HMI). Traditionally, there exist communication methods between drivers and pedestrians, such as hand gestures, eye contact, and verbal cues that convey the driver's awareness of the pedestrian's presence. However, with autonomous vehicles, there is a shift in communicative responsibility from the driver to the vehicle itself. It is the vehi
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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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Skalický, Tomáš. "Návrh uživatelského rozhraní a implementace aplikace pro vykonávání testů v nástroji TestLink." Master's thesis, Vysoká škola ekonomická v Praze, 2015. http://www.nusl.cz/ntk/nusl-262272.

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The goal of this thesis is to design a user interface and to implement an application that is used for test execution in test management tool TestLink. This application is designed to streamline and simplify the process of test execution in this tool. The theoretical part of the thesis describes features and the interface of TestLink and compares it with other similar tools. The practical part is focused on analysis, user interface design, and implementation of the application. The outcome of this thesis is in addition to the application itself also a library written in PHP, which is used for
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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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Karnel, Mjörnheim Linnea. "Ett designkoncept för att hjälpa studenter få en bättre översikt över sin privatekonomi." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-168064.

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Allt fler studenter anser sig missnöjda med sin ekonomiska situation. Att inte ha kontroll över sin ekonomi kan skapa stress som i sin tur går ut över studierna. Detta arbete är därför ämnat för att undersöka hur ett designförslag för en budgetapplikation, skräddarsydd för studenter, kan se ut. För att hjälpa till att besvara syftet ställdes även fyra forskningsfrågor. Designprocessen bestod av fyra faser - Förstudie, Konceptfas, Bearbetningsfas och Detaljeringsfas. Informationen som kunde erhållas från dessa faser resulterade slutligen i en HiFi-prototyp. Under hela arbetes gång berättade stu
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Berg, Gustav. "Smoketrack - En digital plattform för personer som har bestämt sig för att sluta röka." Thesis, Högskolan i Gävle, Design och formgivning, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-28402.

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Sedan cigaretten introducerades under 1800-talet har rökningens vara eller inte vara debatterats ständigt. Riskerna med rökning har lett till att fler och fler åtgärder införts för att försvåra tillgången till tobak, och möjligheterna att röka överallt har kraftigt begränsats. I samarbete med företaget Deversify och deras produkt Smoketrack avser examensarbetet att skapa en digital plattform i syfte med att erbjuda hjälp till ett rökfritt liv.  Arbetet behandlar vilka funktioner en applikation ska innehålla, och processen som ledde fram till det, för att i kombination med produkten Smoketrack
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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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Detter, Freja. "Designing for Fika - At Topp Design & Innovation Studio." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-24041.

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Together with Topp Design & Innovation, this thesis explores the possibilities of designing for fika time - a Swedish phenomenon of scheduled coffee breaks. The thesis attributes to interaction design through inspiration of how one can design the social context of fika. By conducting semi-structured interviews and observations, the aim is to unravel the opinion of fika from the employees’ perspective. Insights from the research showed that improvement in norms, non-work-related conversations and planning of fika were themes to be improved on. As a result, this thesis proposes three concepts; “
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Buswell, Amy Rose. "Waste Not, Want Not: A Smartphone Application Designed to Form Sustainable Habits." Scholarship @ Claremont, 2019. https://scholarship.claremont.edu/scripps_theses/1372.

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This paper chronicles the creation of the smartphone application, `Waste Not, Want Not'. The application is designed to create sustainable habits and change wasteful behaviors in order to reduce personal waste production. The paper explores related works in the fields of environmental science, psychology, and computer science. These related studies establish the need for an application focused on personal waste reduction and the means to build such an application. The design process for the application follows User Experience Design's four phases: Research, Sketch, Design, and Evaluation. The
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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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Gharibpour, Sohrab. "Going beyond the Visual Domain : Improving the UX of Sonic Interaction." Thesis, Umeå universitet, Institutionen för informatik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-105050.

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Sonic Interaction is an area of Interaction Design which has the focus on the sound related interactive system designs. This area of interaction design has not been researched as much as visual interactive systems and because of this, sonic interactive systems are not as much developed and enhanced; This study tries to examine the possibility of improving and enhancing the sonic interactive systems by combining Embodied interaction with Sonic interaction. The main concern of this study is to combine the user’s head movements in a manner of embodiment with sonic interactive systems and explore
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Olsson, Linn. "AI-systems möjligheter i enavancerad support- och industrikontext." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-159309.

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En fallstudie för Siemens i deras supportorganisation där deras arbeteundersöks och dess möjligheter att nyttja ett AI-system för förbättringar.Detta undersöks med hjälp av teorier inom distribuerad kognitionsamt vad som finns tillgängligt inom AI-system likt chatbotar.Genom kontextuella intervjuer inom ramarna för Kontextuell design skapasaffinitetsdiagram och DiCoT analys av datan för att ge en omfattandebild. Detta används för att diskutera de konsekvenser för design av ettAI-system som deras distribuerade kunskapsarbete behöver. Genom resultatetåskådliggörs de många system supportteknikern
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COLIC, BJANKA, and Chapel Paola Alonso. "Humanized technology - A study of how to implement human characteristics in eye tracking interactions with Tobii EyeX." Thesis, KTH, Maskinkonstruktion (Inst.), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-196522.

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Detta examensarbete gjordes i samarbete med det svenska eye tracking företaget Tobii AB, på avdelningen Tobii Tech. Syftet med arbetet var att utforska termen mänsklig teknologi och undersöka hur deras produkt EyeX i högre grad kan skapa naturligare och intuitivare interaktioner med datorn. För att åstadkomma detta har ett explorativt tillvägagångssätt, uppdelat i en teoretisk och praktisk del med sekundära, godtagbara källor och kvalitativ datainsamling. Examensarbetet initierades med den teoretiska delen i syfte att erhålla generell kunskap om eye tracking och dess nuvarande tillämpningsområ
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Marek, Libor. "Unifikace webových portálů z front-endového pohledu." Master's thesis, Vysoká škola ekonomická v Praze, 2017. http://www.nusl.cz/ntk/nusl-359239.

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This diploma thesis is dealing with the problem of creating or more preciously with the design of websites practically aiming on Allianz Insurance Company. In a theoretical part there is a brief history of the development of websites and there is also defined the model of successful websites and there is presented the methodology of their creation (with the description of tools and techniques that are usually used). Within mentioned methodology there is a description of the field of User Experience (UX) also with the aspects that are taken into consideration during creating a website. Practica
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Castro, Junior Eurides Florindo de. "A experiência do usuário (UX) em interfaces gráfico-informacionais: um estudo de caso dos aplicativos de educação em saúde da UNASUS/UFMA." Universidade Federal do Maranhão, 2016. http://tedebc.ufma.br:8080/jspui/handle/tede/645.

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Made available in DSpace on 2016-08-18T12:52:13Z (GMT). No. of bitstreams: 1 Dissertacao_EuridesFlorindoCastro.pdf: 5174229 bytes, checksum: fcbbe16e746d22a1ce1dddc0747c3019 (MD5) Previous issue date: 2016-05-30<br>In design, the act of projecting requires a systematization of steps that considers, among other factors, the research of similes, the definition of methodologies, materials, the functional aspects of the product, the user profile and the context of use. However, perceptual, emotional and attitudinal aspects of the human being are fundamental to obtain the efficiency, efficacy a
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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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