Dissertations / Theses on the topic 'UX/UI Design'
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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.
Full textAndersson, 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.
Full textStudien utvärderar det inflytande vissa individuella faktorer har på återförsäljaranställdas e-handelsbeteende, efter att olika användargränssnittsförändringar implementerats på en ledande tekniktillverkares webbapplikation. Totalt 207 återförsäljaranställda, från 46 olika länder, deltog i ett 8 veckor långt within-subjects designat A/B-test. Genom att undersöka fyra olika individuella faktorer (ålder, kön, utbildning/inkomst och kultur) och deltagarnas användningsanalysdata var det möjligt att dra några relevanta slutsatser om hur återförsäljare påverkas av UI-förändringar. Resultaten bekräftar vad som till stor del har varit teoretiska idéer om kopplingar mellan återförsäljaranställdas individuella faktorer och e-handelsbeteende. Kön- och kulturkorrelationer finns, och dessa kan förklaras och stödjas av de kvantitativa uppgifter som samlats in.
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.
Full textLiang, Jingyi. "'ParkinVT', A Concept Mobile Application for Improved Parking at Virginia Tech." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/78227.
Full textMaster of Fine Arts
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.
Full textCareLigo är ett medicintekniskt företag som tillhandahåller hjärtsviktspatienter med en hembaserad vårdlösning kallad OPTILOGG. OPTILOGG hjälper patienter att hålla koll på deras symptom, ger medicineringsanvisningar och utbildar dem om sin sjukdom. CareLigo eftersökte en utökning av OPTILOGG vilket skulle ge patienterna möjlighet att prata med vårdgivare via videokommunikation. Detta examensarbete beskriver skapandet av denna videokommunikationslösning och hur detta kan göras på bästa sätt för både patienter och vårdgivare. Utifrån litteraturstudier gällande människa-dator-interaktion samt användargränssnitts (UI)-och interaktionsdesign (UX) utvecklades en fristående Androidapplikation för vårdgivare och en utökning i OPTILOGG med hänsyn tagen till att användarna av OPTILOGG ofta är multisjuka och äldre. Tre tillgänglighetshjälpmedel tillades i utökningen av OPTILOGG. Det första hjälpmedlet var en förstoring av klickareor runt knappar. Den andra tillgänglighetsåtgärden var en skärmläsarfunktion som beskriver objekt som användaren klickar på. Det tredje verktyget var en funktion för taligenkänning som gjorde det möjligt för patienter att navigera i OPTILOGG med röst. Videokommunikationen mellan den fristående vårdgivarapplikationen och OPTILOGG baserades på WebRTC och utvecklades med hjälp av ett utvecklingsverktyg från en molnkommunikationsle-verantör som heter Sinch.
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.
Full textLinnea, 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.
Full textHallberg, 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.
Full textHjelm, 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.
Full textForslund, 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.
Full textBjörk, 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.
Full textResearch and implementation of use when it comes to outdoor navigation and GPS systems have come quite far compared to their indoor alternatives. Pedestrian friendly wayfinding solutions for indoor use are still lagging behind, and even more so when it comes to recommendations on implementation of best practice. One of our goals during the research process was aimed at finding the most adequate ways of conveying wayfinding solutions to end-users in different situations. In order to perform this task, we used a benchmarking process on a selection of wayfinding alternatives. The goal of this process have been focused on finding out which solutions are available at this moment, what they offer the users in terms of wayfinding support, and where issues might arise based on cognitive user theory, wayfinding best practice and technological limitations concerning mobile devices or different digital platforms. During our research we found that there are several different solutions that are available for implementation, but that they all come with their own specific strengths and limitations on both the technological side and for the end-users concerning usability. The result of our research has been a collection of qualitative data, and recommendations concerning digital and user limitations connected to our specific case. However, the result of this research should not be limited to our case alone, but rather as a reference point for organizations or developers that wish to implement indoor solutions for users, or for future research within the area of indoor navigation and wayfinding.
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.
Full textOlivieri, 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.
Full textPoliti, 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/.
Full textGhrabeti, 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.
Full textLundberg, 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.
Full textKatarina, 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.
Full textAzamfirei, 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.
Full textNisbel, 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.
Full textJusufovic, 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.
Full textFlügge, 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.
Full textHampusson, 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.
Full textLeyoudec, 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.
Full textThis research project was made at the R&D department at Perfect Memory and focus on how to support family memory via a technological artifact. We question the artifact through the prism of information and communication sciences. The project offers to build a new approach, that of the editorialization of digital documents, enabling each user to rediscover their cultural heritage. This can be done by means of Famille TM, a co-built Web app. Following a study of the cultural heritage market as applied to private individuals, to whom Perfect Memory belongs, we proceed to a cross analysis of two concepts : "Digital" and "Memory". Starting from these, we built a theoretical framework in which we consider digital documents as a base for memory training. The technological artifact allows such training through a mediation process. Editorialization, as a set of processes made on the digital document through a technological artifact, appears as central to our concern: to design ways to support memory habits through Famille TM. We divide the construction of an editorialization approach into two steps. First, we build a corpus of digital documents - home movies - from various cultural heritage organizations. Then we interrogate the corpus through a semiotic methodology in order to gather salient and invariant elements in each interpretation. We name them memory markers. In a second step, we transcribe the markers categorization into editorial and ergonomic recommendations for Famille TM. Until today, the technological artifact consisted in one single mode: the documentation of archives. We introduce two extra modes: the cinematographic experience and the private experience. Each mode provides the user with an original entry point into documents uploaded on the app. To summarize our editorialization approach, we implement three modes into Famille TM and for each of them we design several scenarios made up of specific features and user experiences
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.
Full textKlang, 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.
Full textEliasson, 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.
Full textToday, reindeer marking is performed to keep track of which reindeer belong to which reindeer owner. To identify and distinguish the reindeer, they are counted manually, i.e., by people entering the enclosure and dotting the reindeer in a book. The process for marking the calves can take up to two days depending on whether all the reindeer have entered the enclosure, the process then becomes long and drawn out. This will be the starting points in the project, to identify the reindeer in a more efficient and sustainable way. This work is for a bachelor’s thesis in industrial design engineering at Luleå University of Technology, which will develop a sustainable concept by making it easier for reindeer herders and make the identification and documentation of reindeer more effective. By combining traditional reindeer marking with modern technology, a sustainable solution is developed that also reduces the strain on the reindeer. Being able to connect the right calf with the right sway and gather the information in a common place that is easy to handle is a requirement for the solution. The work has been followed by IDEO's three-phase process for user-centered design. During the phases inspiration, ideation and implementation, different methods have been used to achieve the end result. These methods are, for example, semi-structured interview, benchmark, persona, workshops, Wireframes and simulation. These methods form a good basis for the work and the end result. By having regular contact with the user, the project has generated a solution that is based on the user's needs. The result was a new digitized work process containing RFID chips that enables automatic pairing and digital documentation. This work process unites the traditional reindeer marking but make the activities that today tire out the reindeer herders and reindeer more effective. By having a better look at the reindeer and their breeding trees, the right reindeer will eventually be slaughtered. That is, the reindeer that are the oldest or have the worst conditions. It can also contribute to a more stable economy as the same quantities of reindeer are slaughtered every year. From a sustainability perspective, this benefits economic sustainability. Social sustainability is benefited by creating transparency within the Sami village and enabling more people to be involved during the process. Because the connection takes place automatically, the reindeer do not have to be stressed by people walking around in the enclosure. Since the reindeer's well-being is part of nature's ecology, it contributes to ecological sustainability.
Höglund, Salomon. "Informing Users About Fingerprinting." Thesis, Södertörns högskola, Medieteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-38592.
Full textSjälvständigt Examensarbete (Forskningsartikel)
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.
Full textPersson, 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.
Full textDetta examensarbete är resultatet av en femårig civilingenjörsutbildning inom Teknisk Design på Luleå Tekniska Universitet. Projektet har utforskat möjligheter för fjärrstyrning av skogsmaskiner genom en användarcentrerad designprocess indelad i tre faser; Inspiration, Ideation, och Implementation. Arbetet har genomförts på uppdrag av Skogforsk som är det svenska forskningsinstitutet för utveckling av det svenska skogsbruket. Målet med projektet har varit att presentera idéer kring hur framtidens fjärrsyrning kan förbättra arbetet som skotarförare. Syftet med projektet har varit att identifiera skotarförarens behov och utforska hur utvecklingen av fjärrstyrning kan ta hänsyn till dessa behov. Under den första fasen undersöktes arbetet som det ser ut idag och skotarförarens behov fastställdes genom intervjuer och observationer. Behoven kan sammanfattas till tre huvudsakliga delar; transport av maskin, av och pålastning, samt planering av arbete. I dagsläget kan två olika användare ses, de vars största motivation är arbetet i skogen, och de som motiveras främst av hög produktion och egenutveckling. Under första fasen så undersöktes problem med fjärrstyrning genom test med en fjärrstyrd skotare i Truedsson Forestry Lab i Uppsala. Det identifierades att skärmar är ett nödvändigt komplement till VR-glasögon trots att de idag inte erbjuder samma precision och närhetskänsla. Det identifierades också att förare uppgav att de inte fick samma koppling till maskinen som ljud och vibrationer annars erbjuder i hytten. Uppfattad och verklig kontroll över maskinen skiftade mellan styrning i maskin, och på distans. Förarna uppmärksammade inte slirning, glid, eller lutningsförändringar vid fjärrstyrning. Förutom dessa problem så erbjöd det befintliga systemet inte kontinuerlig överblick runt om maskinen. Lastens uppbyggnad saknades och inte heller visuell blick av området nedanför lastutrymmet kunde erhållas. Med utgångspunkt ur identifierade problem med fjärrstyrning och möjligheter för utveckling av dagens arbete, utforskades idéer genom kreativa workshops under andra fasen. Under tredje fasen valdes idéer ut, utvecklades, och testades genom antingen ett fysiskt operatörstest, eller ett videotest. En av idéerna testade implementering av ljud med fokus på gripen vilket uppskattades av alla testförare. Skärmarnas precision förbättrades genom projicering av gripens position på horisontella ytor. För att förbättra kontroll av maskin utforskade projektet implementering av olika indikatorer kring lutning och hjulbeteende. En idé kring projicerande hjulspår med fokus på proaktivt uppmärksammande av maskinens position och potentiella hinder, utforskades i syfte att förbättra arbetet. Projektet undersökte även diverse vyer för överblick, som drönarvyer, och en 360 graders vy som kan ha potential för framtida fjärrstyrningsarbete. Andra idéer som testades kan ses i Resultat kapitlet. För framtida arbete rekommenderas fler, och mer verklighetsbaserade tester. Det rekommenderas även att framtidens användare definieras bättre för att styra utvecklingen i rätt riktning. För den individuella föraren som läser detta arbete hoppas jag denna examensrapport kan visa på potential för framtida fjärrstyrningsarbete. Jag hoppas även att rapporten kan visa på att utvecklingen är medveten om såväl svårigheter som möjligheter. För skogsindustrin hoppas jag denna rapport kan inspirera framtida arbete att fokusera på fördelar med fjärrstyrningstekniken med utgångspunkt i förarnas behov, och inte bara anpassa dagens arbete i hytten att ske på distans. Det är viktigt att märka på att arbete på distans och i hytten kommer erbjuda olika fördelar. Vi kommer antagligen se förare i skogen i många år framöver och det är troligt att framtidens operatörer inte är de som motiveras av arbete i skogen. Det innebär att en ny typ av användare kommer växa fram som kommer komplettera dagens förare snarare än att byta ut dem.
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.
Full textSaleh, 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.
Full textGasperini, 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/.
Full textMachado, Ana Raquel Brinca. "UX/UI na Buildtoo." Master's thesis, 2020. http://hdl.handle.net/10316/92544.
Full textA 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 empresa TUU – na coordenação e gestão de obra, com foco no prazo, custo e qualidade. Tendo em vista melhorar a experiência de utilização do utilizador, foi realizada uma investigação e contextualização dos conceitos fundamentais da área de Interação Humano-Computador, desde o Design de Interface, ao Design de Interação e ao Design de Experiência de Utilizador. O estudo destes conteúdos foi essencial para a concretização do desenvolvimento prático. Para alcançar o objetivo desta dissertação foi necessário aplicar de uma série de metodologias abordadas pelo design de interação. Durante a fase de pesquisa, foi também relevante o contacto direto com os utilizadores por meio de entrevistas e de testes de usabilidade, o que possibilitou a observação e análise do modo como os utilizadores recorrem à plataforma Buildtoo. A dissertação está estruturada em diferentes etapas que abordam todo o processo de recolha, análise e aplicação dos conhecimentos adquiridos de modo a solucionar e a responder às necessidades do utilizador detetadas. Após a apresentação do estado da arte, segue-se a exposição da abordagem metodológica e o cronograma de tarefas. De seguida, com base nessas investigações, será abordado todo o trabalho desenvolvido, encerrando a dissertação com conjunto de conclusões.
The purpose of the dissertation is to redesign the Buildtoo platform for mobile devices, namely the smartphone. This online platform has features that allow communication between various entities, replenishment of documents and visualization of data in real time on the progress of the project, from the financing phase, through the project to the work. This software product was designed to help users - the employees of the company TUU - in the coordination and management of works, with a focus on time, cost and quality. In order to improve the user's user experience, an investigation and contextualization of the fundamental concepts of the Human-Computer Interaction area was carried out, from Interface Design, to Interaction Design and to User Experience Design. The study of these contents was essential for the realization of practical development. To achieve the objective of this dissertation it was necessary to apply a series of methodologies addressed by interaction design. During the research phase, direct contact with users through interviews and usability tests was also relevant, which made it possible to observe and analyze the way users use the Buildtoo platform. The dissertation is structured in different stages that address the entire process of collecting, analyzing and applying the acquired knowledge in order to solve and respond to the detected user needs. After the presentation of the state of the art, the methodological approach and the task schedule are presented. Then, based on these investigations, all the work developed will be approached, ending the dissertation with a set of conclusions.
Freitas, Fátima Carolina França. "Programação Web UX/UI Design." Master's thesis, 2017. http://hdl.handle.net/10362/23790.
Full textThe internship at Mobiag, a carsharing software development company, to conclude my Master’s Degree in Novos Media e Práticas Web, started at October 10th 2016 and ended at January 10th 2017 and it was divided into two projects: usability evaluation of Citydrive mobile app, one of the company’s clients, and management and content creation for the API documentation. This report will approach the required strategies to evaluate the mobile app usability and will also explain the new technologies and tools learned and required to be able to work in the API documentation.
Martins, Ana Carolina Correia. "Conceito UI/UX para website." Master's thesis, 2020. http://hdl.handle.net/10316/92239.
Full textEste 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 princípios de Gamificação, conseguirá criar uma melhor experiência de descoberta musical num ambiente propício à socialização. O desenvolvimento deste trabalho contempla uma investigação, um processo iterativo de prototipagem e implementação, em código, de modo a entregar um protótipo funcional.Esta plataforma existe por e para a equipa da HYP, representando o seu espírito de equipa, a sua ambição e a sua paixão por jogos. Assim, o objetivo principal é projetar este espaço web à sua imagem, garantindo que o uso não se revela entediante, mas sim divertido. Para conseguir atingir uma experiência mais “como jogo” do que já o é, enquanto se colocam as necessidades e desejos do utilizador como prioridade.
This work emerges from a UI/UX and front-end implementation project of a gamified platform built for discovering music through the sharing of musical knowledge amongst work colleagues. Random Jukebox (beta version) is the platform that will be approached, having been presented as an internship and followed by HYP: a web and mobile solutions development company from Coimbra. The redesign challenge presents itself as a problem of how an intervention of this level could be aligned with Gamification principles to create a better experience discovering new music in a socially prone environment. The development of this project contemplates research, an iterative process of prototyping and code implementation to deliver a functional prototype.This platform exists because and for HYP’s team, meaning to represent their team spirit, their will, and passion for games. Therefore, the ultimate goal is to design this web space in their image, making sure that the use isn’t at all tiring but rather fun. Striving to achieve an experience more game-like then it already is, while always putting the user’s needs and preferences first.
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.
Full textModerno, 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.
Full textNos 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 marca, Smart Lamppost. Foi desenvolvida toda a identidade visual e a sua aplicação em diversos materiais físicos e digitais, assim como o desenvolvimento de um protótipo da landing page e o protótipo da uma plataforma complementar.O Smart Lamppost trata-se de um poste de iluminação pensado para as cidades inteligentes, com características inovadoras que responderão aos problemas que os meios urbanos irão encontrar.É uma empresa spin-off focada na solução de candeeiros inteligentes. Um projeto desenvolvido inicialmente entre quatro empresas, Ubiwhere, Efacec, Metalogalva e Proef Group, sendo que neste momento apenas três permanecem nele, excluindo a Efacec que já não se encontra no consórcio.No Smart Lamppost é importante representar os valores da marca e transmiti-los aos utilizadores. O processo de desenvolvimento passa por diversas etapas, desde o contexto histórico da evolução da iluminação pública, a sua relação com o espaço e com as pessoas, o estudo de diversos conceitos relacionados com o design gráfico e o webdesign e todo o processo criativo inerente.Nesta dissertação serão explorados os conceitos de design gráfico, branding, identidade visual e a sua relação com o produto, e ainda, o desenvolvimento de protótipos de plataformas digitais.
Bringing a brand into the market and doing so in the right way, using the right platforms is increasingly important. Its success and the way it is perceived by the audience is dependent on its image.This project, part of the Masters in Design & Multimedia at the University of Coimbra, is themed “Smart Lamppost – Development of a visual identity system and its application across various platforms.” The product is currently in development and the project is its brand development, Smart Lamppost. Here the whole visual identity and its application is created, across different print and digital platforms, as well as the development of a prototype of a landing page and a complementary platform. Smart Lamppost is a lamp post with the city in mind, with innovative features that will address some problems typically encountered in urban areas.This project comes from a spin-off that focuses on smart luminaires. It came from a collaboration between four companies – Ubiwhere, Efacec, Metalogalva and the Proef Group.With this branding project it is important to represent the brand values and ensure these translate well to its users. The development process passes through various stages, from its historical context of public lighting, its relationship with space and people, the study of various design concepts and the whole inherent creative process.This dissertation explores concepts of graphic design, branding, visual identity and its intrinsic relationship with the product and, still, the development of digital platforms.
Neves, Ana. "Forma do livro - encadernação para designers." Master's thesis, 2019. http://hdl.handle.net/10400.26/29678.
Full textSantos, Mariana de Vasconcelos e. Sousa Guimarães dos. "Design de Transição - Canvas Comuns." Master's thesis, 2020. http://hdl.handle.net/10316/92565.
Full textThe 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 the goals defined for Transition Design. Through that, we allow users to build shared diagrams, using a set of canvas which are intended to be intuitive and require little prior knowledge.O trabalho que se apresenta tem como objectivo a criação de um instrumento de colaboração online para o desenvolvimento de projectos de Design de Transição, no qual serão utilizados canvas para explorar as suas práticas. Design de Transição é uma disciplina de design que apenas recentemente começou a ganhar atenção, na qual se assume a necessidade de transições para futuros mais sustentáveis, encontrando soluções através de novas abordagens ao design. A framework de Design de Transição, para além de utilizar algumas abordagens de design, acrescenta uma variedade de práticas, conhecimentos e habilidades fora das disciplinas do design. A plataforma aqui projetada e desenvolvida faz um caminho exploratório para uma possível resposta aos objectivos e abordagens definidos para design de transição. Através dela permitimos que os utilizadores construam diagramas partilhados, utilizando um conjunto de canvas que se pretende que seja intuitivo e exigindo pouco conhecimento prévio.
O trabalho que se apresenta tem como objectivo a criação de um instrumento de colaboração online para o desenvolvimento de projectos de Design de Transição, no qual serão utilizados canvas para explorar as suas práticas. Design de Transição é uma disciplina de design que apenas recentemente começou a ganhar atenção, na qual se assume a necessidade de transições para futuros mais sustentáveis, encontrando soluções através de novas abordagens ao design. A framework de Design de Transição, para além de utilizar algumas abordagens de design, acrescenta uma variedade de práticas, conhecimentos e habilidades fora das disciplinas do design. A plataforma aqui projetada e desenvolvida faz um caminho exploratório para uma possível resposta aos objectivos e abordagens definidos para design de transição. Através dela permitimos que os utilizadores construam diagramas partilhados, utilizando um conjunto de canvas que se pretende que seja intuitivo e exigindo pouco conhecimento prévio.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. Besides adopting some design approaches, this Transition Design framework also applies a wide variety of practices, knowledge and skills outside of design disciplines. The platform being planned and developed here provides an exploratory path to a possible answer to the goals and approaches defined for Transition Design. Through that, we allow users to build shared diagrams, using a set of canvas which are intended to be intuitive and require little prior knowledge.
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.
Full textSimões, Elisabete Gonçalves. "Re-Crowdplay." Master's thesis, 2017. http://hdl.handle.net/10316/83390.
Full textEsta 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 para a experimentação e otimização de artefactos vídeo lúdicos. Permite a evolução semiautomática de protótipos e a coleção e processamento automatizado de métricas e indicadores de experiência. Na sua versão anterior, a aplicação era extremamente complexa no seu funcionamento, e a interface carecia de um design agradável e de uma boa experiência por parte do utilizador. Uma ferramenta para melhorar o design de experiências tem que, ela própria, oferecer uma experiência agradável, donde resulta o objetivo fulcral desta dissertação de mestrado. Foi elaborado o design de uma nova interface web para o Crowdplay, com o objetivo de melhorar a ferramenta existente, de modo a torná-la fácil e agradável de utilizar e amplificar a experiência dos utilizadores.Utilizou-se uma metodologia de design de interação, que envolveu a criação de protótipos de baixa e alta fidelidade, e a elaboração de um protótipo funcional. Este protótipo foi submetido a testes de usabilidade com utilizadores e posteriormente refinado. Desta dissertação resultou um protótipo interativo do Crowdplay preparado para funcionar na web, com um design que proporciona uma melhor experiência ao utilizador.
This dissertation describes the process of designing the web interface for a game testing and optimization application, Crowdplay. The video game industry has increased considerably and its extensive development and evaluation process are major challenges in the game design practice. Although there has been progress, in terms of methods to evaluate and improve video games, the problem persists and it was with this goalthat the Crowdplay tool was created. This web platform was designed for the experimentation and optimization of video game artifacts. It allows the semiautomatic evolution of prototypes and the automated collection and processing of metrics and experience indicators. In its previous version, the application was extremely complex in its operation, and the interface lacked a pleasant design, failing to offer a good experience to the user. A tool to improve the design of experiences should offer a pleasant experience, which is the main objective of this master’s thesis. The design of a new web interface for Crowdplay has been developed with the aim of improving the existing tool so as to make it easy and enjoyable to use and improve user experience.We used an interaction design methodology, which involved the creation of low and high fidelity prototypes, and the design of a functional prototype. This prototype was submitted to usability tests with users and later refined. From this dissertation resulted a web-based interactive prototype of Crowdplay, with a better user experience.
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.
Full textMonteiro, Catarina Alexandra Félix. "Upsie: a mobile app on financial education for teenagers." Master's thesis, 2020. http://hdl.handle.net/10400.26/35308.
Full textOs adolescentes vivem rodeados de dispositivos tecnológicos que estão constantemente ligados à Internet. Os jovens nascem a saber como usar estes dispositivos quase instintivamente e rapidamente não conseguem viver sem eles. A constante presença online e o acesso a redes sociais repletas de campanhas publicitárias, estimulam comportamentos consumistas numa idade cada vez mais precoce. No entanto, os adolescentes muitas vezes não sabem como gerir o seu dinheiro ou não têm uma opinião crítica sobre os seus hábitos de consumo. Esta questão motivou um projeto de investigação com o objetivo de criar uma aplicação de telemóvel séria e educativa que ajuda os adolescentes a gerir as suas despesas financeiras, para além de educar os seus hábitos de consumo, promovendo decisões mais conscientes e informadas. Upsie é uma aplicação que pode ser usada no dia-a-dia, e onde os elementos de gamificação vêm gerar mais motivação nos utilizadores. Desde entrevistas a utilizadores, até ao desenho da interface, passando pela realização de testes de usabilidade, todo o processo de desenvolvimento desta app é apresentado, até chegar ao protótipo interativo final.
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.
Full textMartins, Daniela Filipa Gonçalves Pereira. "DESIGN INCLUSIVO E A MULTIDEFICIÊNCIA: PLATAFORMA DE MATERIAL DIDÁTICO DE APOIO À APRENDIZAGEM ATRAVÉS DA INTEGRAÇÃO SENSORIAL." Master's thesis, 2021. http://hdl.handle.net/11110/2131.
Full textMagalhães, Sónia Catarina Ralha. "ICT4SILVER: PRINCÍPIOS ORIENTADORES DE DESIGN NO DESENVOLVIMENTO DE INTERFACES DIGITAIS DIRECIONADAS AO UTILIZADOR SÉNIOR." Master's thesis, 2019. http://hdl.handle.net/11110/1800.
Full textNorte, Marta Maria de Azevedo. "PROJETO DE DESIGN DIGITAL PARA O DESENVOLVIMENTO DA INTERFACE DE UMA PLATAFORMA DE PAGAMENTOS ELETRÓNICOS." Master's thesis, 2019. http://hdl.handle.net/11110/1859.
Full textSantos, Luís Miguel Teixeira. "REUMA.PT: O CONTRIBUTO DO DESIGN NO SISTEMA DE APOIO À DECISÃO CLÍNICA NA ÁREA DA ARTRITE REUMATÓIDE." Master's thesis, 2020. http://hdl.handle.net/11110/2089.
Full textLitvinova, Yevgeniya. "Feature info : improving the visualization and usability of GIS background information in the context of a mobile tourist application." Master's thesis, 2018. http://hdl.handle.net/10362/33716.
Full textFeature info is an interactive map tool that allows viewing background information about a map feature in response to a user action. Mobile devices come with a number of limitations, e.g. small screen real estate and the variety of screen sizes, that can affect map and feature info usability. Existing recommendations for feature info design [1], [2], [3] focus mostly on content, i.e. effective communication of data, leaving the “interaction design” aspect overlooked. This Master’s Thesis attempts at improving the visualization and usability of feature info interfaces in the context of mobile tourist applications and presents nine feature info design guidelines that address specific usability problems. The problems were identified through heuristic evaluation of five tourist applications and a user interview. Literature survey and two usability experts provided ideas regarding how several of these problems can be resolved. Three guidelines were evaluated in a lab-based usability test with twenty participants. On average, assessed guidelines demonstrated a significant positive effect on feature info usability by decreasing task completion time by 33% and increasing task completion rate and System Usability Scale (SUS) score by 26% and 28% respectively. Proposed guidelines are not restricted by any specific use case and can be applied to other application domains. Researchers and business practitioners can use the guidelines as a reference in their daily work.
Pires, Francisco José Araújo. "DESENVOLVIMENTO E OTIMIZAÇÃO DO INTERFACE GRÁFICO DA LOJA ONLINE DA ALU13." Master's thesis, 2019. http://hdl.handle.net/11110/1817.
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