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Dissertations / Theses on the topic 'UX'

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1

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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Harrati, Soukaina. "Lean Ux." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/18529/.

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Il design Lean User Experience è un modo di pensare, una cultura e un processo che abbraccia tre principi: design thinking, metodologia Agile e Lean Startup. Lean UX fornisce un sistema a ciclo chiuso per la definizione e la misurazione del valore. Questo è un aspetto di importanza cruciale e aiuta a risolvere un problema con il quale ci si scontra ancora troppo spesso e che purtroppo contribuisce alla nascita di tanti prodotti non adatti al mercato. Poi spesso questi prodotti spariscono molto velocemente, con una grande perdita di energie, tempo e denaro.
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Geiser, Johannes. "How do UX Professionals Apply UX Methods andPractice Lifelong Learning?" Thesis, Uppsala universitet, Institutionen för informatik och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414845.

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Due to fast-paced technological disruptions and diversifying users, user experience (UX) professionals are experiencing a flood of new UX methods and a need for continuous learning. Literature has shown that with a lack of understanding, UX practice research has designed too abstract UX methods making them hard to understand and to apply. With a thematic analysis of an interview with 13 UX professionals, this study presents results on how UX professionals choose UX methods and insights into their lifelong learning. The results from the thematic analysis agree that UX methods are hard to integr
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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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Kalabusová, Kateřina. "Prvouživatelské testování UX." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2019. http://www.nusl.cz/ntk/nusl-402558.

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This Masters's Thesis is devoted to first-user testing of web application of ALVAO, s.r.o. Theories of user experience or UX testing are summarized in theory. There are a theory of first-user testing, as well as the creation of global and "task" scenarios. In the practical part of the testing itself for the fictitious company is done. Most attention is paid to testing with test subjects. The resulting testing was evaluated and proposals for improving the application.
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Vesterlund, Christer. "UX - A usable interface." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-148174.

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In today’s society, we tend to use our mobiles more and more and they have become a importent part in our everyday life. Users have become more aware of what is a good application and creating an appealing application with high usability becomes of great importance. This study has investigated how it is possible to create a useful application based on predetermined criteria and design patterns. The application was implemented in React Native with Firebase as a backend. The design process was carried out with user tests as well as think aloud as the basic method. The results were evaluated and
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Dziaková, Barbora. "UX výskum digitálnych produktov." Master's thesis, Vysoká škola ekonomická v Praze, 2015. http://www.nusl.cz/ntk/nusl-204872.

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Thesis deals with the UX research from the perspective of UX professionals. The main objective of this thesis is to determine the point of view these professionals on UX research. The first partial objective of this thesis is to identify problem areas and the causes of problems in the context of UX research. The second objective is to identify how the experts assess the impact of efforts carried out in connection with the UX. The third objective is to identify the benefits of conducting UX research. Methods for achieving these objectives are conducting qualitative and quantitative research in
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Jacobsson, Linda, and Jessica Ivarsson. "UX-rollen : Om vikten av ett användarcentrerat förhållningssätt och en organisatorisk UX-mognad." Thesis, Högskolan Väst, Avd för medier och design, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-8127.

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In this study, we focus primarily on the importance of organisation and UX-maturity for applying user experience (UX). What does this mean for designers when maturity is low or high? The study shows that the user is an expert based on his/her personal experience of a product, allowing the user to select and influence solutions that best meet his/her needs. UX maturity is a highlighted concept in this UX study. If UX maturity of an organisation is low then UX is likely only applied by few or no one within the design team. If the maturity on the other hand is high, the organisation and its desig
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Jansson, Camilla. ""Alla pratar om UX nu..." : En kvalitativ studie av UX på två högskolebibliotek." Thesis, Uppsala universitet, Institutionen för ABM, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-353698.

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The aim of this thesis is to examine how library employees view and work with UX or User Experience. It also examines how they view library users, the library and their own professional roles and how these views are connected with the concepts of documentality, legitimacy and identity. The concept of power is also used. The study was carried out thorough a series of ten semi-structured qualitative interviews with employees at Karolinska Institutet University Library and Linköping University Library and is based on a social constructivist perspective. The results show that UX is viewed as a min
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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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Strauss, Juergen. "Erweiterung der Benutzeroberflaeche fuer GEX/UX." Thesis, Universitätsbibliothek Chemnitz, 1997. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-199700070.

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Christner, David, and Rebecca Norén. "Just Arrived: Utmaningar med Lean UX." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-31607.

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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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Lien, Jane. "CreativeConnect: Bridging UX Designers & Startups." Research Showcase @ CMU, 2016. http://repository.cmu.edu/theses/107.

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Startups are an important entity to bring new ideas into the world. However, nine out of ten early stage startups fail. There are many factors contributing to the fate of a startup. Incorporating user experience (UX) design into an early stage startup can increase its chances of success. UX designers have the capability to generate and evaluate ideas, as well as conduct user research, visualize concepts for communication, and create prototypes for user testing. Despite the valuable skills a UX designer might bring to a startup, many startups lack in-depth knowledge about design and access to t
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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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Strauss, Jürgen. "Erweiterung der Benutzeroberflaeche für GEX/UX." [S.l. : s.n.], 1997. http://www.bsz-bw.de/cgi-bin/xvms.cgi?SWB10324511.

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Linder, Johan. "Kunskapsöverföring i designsamarbeten : Ett aktionsforskningsprojekt om kunskapsöverföringen mellan en UX-designbyrå och en startup som använder Lean UX." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-140160.

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Denna studie har undersökt hur kunskapsöverföringen i ett samarbete mellan en UX- designbyrå och en startup som använder Lean UX som ansats kan utformas utan att använda en omfattande dokumentation. För att göra detta har en kvalitativt fallstudie i formen av ett aktionsforskningsprojekt genomförts. Författaren till studien tog rollen som UX-designer hos en UX- och tjänstedesignbyrå där denne genomförde ett designuppdrag åt en startup inom social innovation under tio veckor. Inom denna kontext planerades och genomfördes en kunskapsöverföring som strukturerades kring löpande
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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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Johansson, Angelica, and Emelie Mörk. "Integrering av ett UX-perspektiv i Scrum." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-31541.

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En integrering av UX i Scrum har genom tidigare studier visat sig vara komplex och utmanande. Utmaningarna kan bero på skillnader i arbetssätt hos de olika områdena, och att viss motstridighet finns i grundläggande värderingar. Trots att agil utveckling och UX har samexisterat i mer än ett decennium är ett generellt tillvägagångssätt för att integrera UX i agila metoder som Scrum ännu inte fastställt. För att undersöka hur UX kan integreras i Scrum har vi ställt frågan:   “Hur kan ett UX-perspektiv integreras i en Scrum-process?”   Genom vår studie har vi identifierat utmaningar med integrerin
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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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Pilát, Peter. "Posílení principů UX do existujících uživatelských rozhraní." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2015. http://www.nusl.cz/ntk/nusl-264980.

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This thesis explains meaning of user experience, its main aspects, selected methodology, its integration into agile development process and what UX maturity level can be represented in real company. It also deals with analysis of selected existing user interfaces used for network print management and its end users. Prototyping and user testing methods are iteratively applied to these user interfaces. Evaluation of these methods concludes the thesis with a recommendation what UX processes should be integrated for future development of user interfaces in Y Soft.
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Möller, Josefine. "Actions for Increasing an Organization’s UX Maturity." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-231251.

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User experience (UX) design is becoming increasingly crucial for developing successful software today. It can determine whether or not users stay engaged with a product or service and it can also affect the time spent completing tasks which can make a large difference to employees when they try to get their job done. It is therefore important that organizations have their users in mind when developing software and that there is a maturity for UX and user-centered work. Since there are organizations where UX is not highly valued and where the maturity for UX is low it is interesting to find out
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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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Alin, Christian. "Je, je(ux) et en-je(ux) d'enonciation (les strategies de discours d'enseignants-formateurs dans des situations de communication professionnelle)." Caen, 1990. http://www.theses.fr/1990CAEN1069.

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J'ai propose a des enseignants-formateurs de reagir discursivement a des incidents critiques exprimant des situations de communication professionnelle classiques et quotidiennes. Toutefois parler de communication et de discours est inevitablement, dans le champ des sciences humaines s'interesser a la linguistique et aux travaux portant sur la communication. Je me suis vite apercu que la linguistique et meme la pragmatique linguistique, malgre les efforts qu'elles font pour prendre en compte le parole du sujet, ne me permettaient pas de caracteriser les places, les positions, les strategies de
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Nyambi, Pride Bongiwe. "Exploring user experience (UX) factors For ICTD services." Thesis, University of Fort Hare, 2015. http://hdl.handle.net/10353/d1020164.

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Consistent with global entities such as the United Nations- through the World Summit of the Information Society (WSIS), introduction of Information and Communication Technology (ICT) for human development has seen the introduction of ICT-based services aimed at facilitating socio-economic development of marginalized communities. The use of ICTs has always solicited the concept of Human Computer Interaction (HCI), which involves the methods which humans interact with technology. The types of User Interfaces (UIs) and interaction techniques that people use to interact with ICTs affects the way t
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Zaar, Oskar. "Interaktionsdesign och UX under utvecklingen av ett pressinfosystem." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-27719.

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Jag har arbetat med framtagningen av ett nytt pressinfosystem till SVT. Framförallt har jag undersökt hur man kan gå till väga när man arbetar arbetarcentrerat med interaktionsdesign. Processen har gått igenom flera steg, från att identifiera användargrupper och följa deras väg över webbplatsen till att identifiera nyckelfunktioner och kritiska sidor. Därefter har en design för sidan tagits fram, testats och delvis implementerats. Processen har gjort att jag har fått en tydligare bild av några best practices och testmetoder samt en fördjupad förståelse för hur arbetet med att ta fram interakti
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Karapanos, Marios, Andreas Thor, and Heinz-Werner Wollersheim. "Itempool-Management mit Microsoft Excel: Eine UX-Studie." TUDpress, 2020. https://tud.qucosa.de/id/qucosa%3A73710.

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Elektronische Prüfungen (E-Assessments) mit standardisierten Aufgabenformaten sind in teilnehmerstarken Prüfungssituationen ein besonders effizientes Testverfahren (Michel, Goertz, Radomski, Fritsch, & Baschour, 2015; Pengel, Hawlitschek, & Karapanos, 2019). Gleichzeitig entstehen mit ihrem Einsatz hohe Aufwände bei der Verwaltung der notwendigen Aufgabensammlungen (Itempool-Management). Die gegenwärtig eingesetzten Learning-Management-Systeme (LMS) unterstützen die in diesem Zusammenhang anfallenden Arbeitsaufgaben oft nur unzureichend, obwohl effizientere Methoden technisch machbar erscheine
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Her, Mi-Hei. "Coffret double(s)-je(ux) : image-livre-théâtre." Paris 1, 2008. http://www.theses.fr/2008PA010567.

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Ce titre ne se fonde pas seulement sur un double-je(ux) mais sur un quadruple je(ux) doubles : Je et «Elle», Moi et Cube, Fiction et Realite, Image et Ecriture. Une caractéristique du coffret offre d'être soigneusement ferme : il contient un secret de la vie ou un souvenir, c'est un espace a soi seul réservé. Il représente dans ma création ce moi intime où je joue un double personnage : «Je» et «Elle». Le «Je» est sujet et objet de mon travail, et en même temps le je est jeu dans une recréation complexe qui s'exprime par la triade «lmage-Livre-Theâtre». «Elle» est la troisième personne, la par
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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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Mikula, Jan. "Návrh metodiky vývoje softwaru se zaměřením na oblast UX." Master's thesis, Vysoká škola ekonomická v Praze, 2013. http://www.nusl.cz/ntk/nusl-197005.

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The main objective of this work is to propose a software development methodology which will reflect both issues -- design of User Experience (UX) and its implementation. The second objective is to compare the current software development methodologies. The third objective is to describe the work environment and the principles of that environment to fully implement this methodology. The fourth objective is to test the methodology in practice and validate its performance on my own startup. The fifth objective is to analyze companies which are focusing on similar product as my startup and their a
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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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Davidsson, Kristoffer. "Praktikers perspektiv på UX inom IT-utveckling. : En tematisk analys av rådande förutsättningar för tillämpning av UX, inom kommersiell IT-utveckling i Sverige." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12927.

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Studien är baserad på intervjuer med praktiker som arbetar med user-experienceinom IT-projekt. Studiens mål är att identifiera potentiella hinder för praktiker medavseende på att tillämpa UX enligt sin egna tolkning av konceptet. För att undersökadetta har semi-strukturerade intervjuer utförts med fem UX-praktiker som arbetari UX-roller inom organisationer vars verksamhet är att producera webbsidor,mjukvara och andra typer av digitala system. Baserat på data från dessa intervjuerhar en tematisk analys använts för att sammanställa mönster i respondenternas svar.Resultaten indikerar att en prakt
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Bang, Gihoon. "UX Gap : Analysis of User Experience Awareness in practitioners’ perspective." Thesis, Umeå universitet, Institutionen för informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-122519.

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Many within the industry, including designers, recognize the need to consider UX as the key to designing new products and services. As a consequence of this, the territory of UX has extended into many different industries and different disciplines. However, some practitioners still claim a UX project does not pay off even if they have improved UX. This way of thinking is induced from an old issue of UX. The term itself does not have a clear theoretical definition and it even makes a contradiction of itself. This phenomenon further aggravates the issue. The rapid expansion of UX territory made
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Srivastava, Akshat. "Developing Functional Literacy of Machine Learning Among UX Design Students." University of Cincinnati / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1617104876484835.

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

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Intrinsische Motivation gilt als wesentlicher Einflussfaktor dafür, dass Verhaltensweisen mit erhöhter Wahrscheinlichkeit und über längere Zeiträume hinweg stabil gezeigt werden (Ryan & Deci 2000a, Vallerand 1997). Dies lässt sich auch bei der Nutzung von Software-Produkten beobachten, deren Nutzung nicht aus Notwendigkeit sondern freiwillig erfolgt. So gilt etwa die Playfulness (Verspieltheit) von Systemen nicht nur als Quelle für intrinsische Motivation, sondern auch als einer der wichtigsten Faktoren für das Entstehen und Aufrechterhalten von Akzeptanz und der Bereitschaft zur Nutzung eines
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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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Hadamčík, Lukáš. "Návrh metodiky pro tvorbu webových stránek s důrazem na UX." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-162518.

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This master thesis suggests a new design methodology used for creating web pages, with an emphasis on User Experience (UX). The thesis does not focus on specific web technol-ogies, but it rather concentrates on the process of preparation and design of websites. When applying such a process, the websites will not only meet clients business objectives, but it will also satisfy users requirements. The theoretical part of this thesis summarizes the information about User Experience De-sign, defining its processes, terms, tools, tasks and roles associated with it. The outline may serve the develope
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Wallström, Josefine. "Utvärdering av UX i interaktion med sociala robotar : - USUS Goals, en modifiering av USUS- ramverket och utveckling av riktlinjer för UX- utvärdering inom människa robotinteraktion." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12646.

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Detta arbete har utförts inom ramarna för SIDUS-projektet AIR och fokuserar på interaktion mellan människa och autonoma och sociala robotar. Inom fältet för människa- robotinteraktion (MRI) ökar medvetenheten kring hur viktigt en positiv användarupplevelse (eng. user experience, UX) av dessa interaktioner är. När intresset för UX blir större ökar också behovet av att kunna arbeta med det på ett korrekt och lämpligt sätt. Idag finns det ett stort behov av metoder och tekniker för UX-arbete som är anpassade efter detta komplexa gränssnitt. Det övergripande syftet med detta
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Strömberg, Jonny. "How to evaluate, select and use methods for improving the user experience of a web platform." Thesis, Umeå universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-184760.

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Improving the user experience of an extensive existing web system can be a challenging task. There are a number of questions that have to be addressed. 1) What part of the system should be improved to achieve the most significant upgrade? 2) What changes should be made? 3) How should these changes be implemented?  The purpose of this thesis is to investigate what methods can be used to find answers to these questions, more specifically, what methods are suitable to evaluate the KollaCity platform .  The background study resulted in two methods for deciding which parts of the system should be i
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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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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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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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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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Segerhag, Klara, and Philip Enestubbe. ""Man kan UX:a allt" : En studie i yrkesidentiteter hos UX-bibliotekarier." Thesis, Linnéuniversitetet, Institutionen för kulturvetenskaper (KV), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96711.

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The aim of this bachelor thesis is to examine the professional identities oflibrarians with special focus on User Experience (UX). To achieve this aimwe have used the four professional identities described by Jenny Lindberg,the communicative identity, the technical identity, the academic identity andthe conservative identity. We have interviewed seven librarians at fivedifferent academic libraries in Sweden that works with UX. In the analysis ofour empirical material we found that the identity most represented among theinformants was the communicative identity while the conservative identitywa
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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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Karlsson, Anna, and Saga Gotthold. "Configuring Configurators : The creation of UX guidelines for parametric product customization." Thesis, Linköpings universitet, Maskinkonstruktion, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-177476.

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The aim of the thesis is to identify which functions may be included in product configurators in order to create a good experience for a user. The findings are compiled into a set of guidelines outlining how the user experience is affected by functions, which functions are either necessary- or supporting functions, and how these functions may be realized to create a good user experience. The thesis is conducted by firstly studying literature about both UX-theory and product configurators. Subsequently, a state of the art study is performed by investigating how ten different product configurato
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Enryd, Isabella. "The UX-Frontend Development Boundary : Bridging the Gap with WYSIWYG Tools." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-159363.

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There is currently a clear boundary between web UX design and frontend development and thispaper explores the possibility of bridging said gap with the help of WYSIWYG (What You See IsWhat You Get) tools. In such a situation, WYSIWYG tools would generate markup code fromprototypes created by UX designers that could be directly handed over to frontend developers –saving time and decreasing misunderstandings between the two roles. However, despite thesetools dating back more than two decades, the tools are not actually commonly used for thispurpose. The aim of this paper is therefore to find out
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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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Orhagen, Brusmark Alexander. "Mätning av Tidens Inverkan på Användarupplevelsen : En Fallstudie." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-119162.

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Det finns i dagsläget få tids- och kostnadseffektiva metoder och tekniker för att mäta och utvärdera användarupplevelse över tid. Detta trots att tidsaspekten av användarupplevelsen under de senaste åren har uppmärksammats som en viktig komponent av användarupplevelsen inom människa-dator-interaktionsforskning. UX Curve och iScale är två metoder framtagna för att mäta förändringar i användarupplevelse över tid med hjälp av retrospektion och skapande av grafer över utvecklingen av användarupplevelsens olika dimensioner. Mot bakgrund av dessa metoder togs ett webbaserat utvärderingsverktyg fram
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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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