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Tesi sul tema "User experience"

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1

Salomonsson, Dennis, and Viktor Häll. "User Experience : Att konkretisera tillvägagångssättet med utgångspunkt från ett fallföretag." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-86102.

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Abstract (sommario):
There are many different details to consider for developers when creating a new product. Many believe that the functions is the most important. However the question about how the products User Experience should be handled gets more and more important. Because of that there are lots of tests before every launch to ensure that the product gets a better welcoming with the customers. The purpose with this study was to create a overview for how to create a better User Experience. We have created a guideline in this topical subject through creating a methodology to follow. This was done because of t
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2

Bergström, Emil. "Exploring User Experience designers experiences working with Machine Learning." Thesis, Högskolan i Halmstad, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44633.

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Abstract (sommario):
The user experience (UX) design practice (c.m.p interaction design practice) has started to make profound changes in designing intelligent digital services using Machine Learning (ML) to enhance the UX. ML has the capability to enhance the user’s experience, for example, facilitating more accurate decisions or improving efficiency in achieving one's goals. However, research suggests that ML is a challenging design material in design practice, such as not envisioning the best-suited solution because of not comprehending data dependency when prototyping or the lack of tools and methods for evalu
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3

Johansson, Victor. "The Total User Experience." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20532.

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Denna rapport är resultatet av ett examensarbete på Malmö Högskolas Produktdesignprogram. Projektets syfte har varit att utforska framtiden inom mobil kommunikation. Det är utfört av Victor Johansson i samarbete med Sony Ericsson Mobile Communications AB.Allt fler funktioner flyttar in i våra telefoner; biljetter, betalkort, kartor, tidtabeller och fotoalbum. Genom att dessa saker flyttar in i telefonen blir de immateriella. Men vad händer när allt fler saker blir immateriella och interaktionen med denna icke-fysiska värld förblir platt och endimensionell? Finns det bättre sätt att nå, hantera
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4

Hart, Jennefer. "Investigating user experience and user engagement for design." Thesis, University of Manchester, 2015. https://www.research.manchester.ac.uk/portal/en/theses/investigating-user-experience-and-user-engagement-for-design(d0f13517-fea8-4188-84a3-198c7d3ede71).html.

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Abstract (sommario):
Understanding the interactive experience of using digital technologies is a complex process. Traditional methods of evaluating interactive technologies originate from usability, which focuses on ease of use, ease of learning and performance. User Experience (UX) emerged from the recognition that usability alone does not account for the more subjective emotional responses experienced when interacting with a product. Although the term UX has become widely accepted within the area of Human Computer Interaction (HCI), its definition still remains unclear, making it difficult to evaluate and design
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5

Ercoli, Pierpaolo. "Wearable device e User Experience." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10383/.

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Abstract (sommario):
La tesi tratta in modo approfondito il concetto di wearable device, i suoi utilizzi e l'esperienza d'uso da parte dell'utente soffermando l'attenzione sui principali dispositivi presenti in commercio e non. Nello specifico vengono trattati smart watch, smart glass e visori per la realta virtuale. Nella sezione conclusiva vengono trattati gli standard ISO relativi all'ergonomia degli utenti con i computer, descrivendo nel dettaglio le direttive che sono presentate nello standard ISO 9241:210-2010.
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6

Hobbs, Katherine Anna. "Designing the ClockSketch user experience." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/105990.

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Abstract (sommario):
Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2015.<br>This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>Cataloged from student-submitted PDF version of thesis.<br>Includes bibliographical references (pages 51-53).<br>In this thesis, we designed and implemented a user interface for doctors to view patient results from the Clock Drawing Test as computed by the ClockSketch system. We identied four primary goals for the interface:
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7

Kendrick, Victoria L. "The user experience of crowds." Thesis, Loughborough University, 2013. https://dspace.lboro.ac.uk/2134/13888.

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Abstract (sommario):
This thesis is concerned with the user experience of crowds, incorporating issues of comfort, satisfaction, safety and performance within a given crowd situation. Factors that influence the organisation and monitoring of crowd events will be considered. A comprehensive review of the literature revealed that crowd safety, pedestrian flow modeling, public order policing and hooliganism prevention, has received the greatest attention with previous research on crowds. Whereas crowd performance, comfort and satisfaction has received less attention, particularly within spectator events (sporting and
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8

Nissinen, T. (Tuomas). "User experience prototyping:a literature review." Bachelor's thesis, University of Oulu, 2015. http://urn.fi/URN:NBN:fi:oulu-201504221415.

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Abstract (sommario):
According to the human-centered design process, prototyping is an essential element of user experience (UX) design. This literature review aims to provide an overview of user experience prototyping and answer the following questions based on previous literature: How does UX design benefit from prototyping? What kinds of prototypes and prototyping tools exist? In which phases of the UX design process is prototyping most valuable? This literature review reveals that prototyping increases the understanding of user needs and context, allows designers to explore and evaluate design ideas and commu
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9

Holm, Anders, and Kullström Christoffer Sundberg. "User Responsive User Experience Design: Building a Conceptual Framework." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-1036.

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Abstract (sommario):
To a large extent, business-customer interactions are acted out on digital meeting places. When the possibilities for businesses to engage in face-to-face interactions decrease, relationship building and customer service becomes more of a challenge. Digital services are easily duplicated by competitors and with standardization of interfaces and products, customers tend to switch more frequently between providers. One area where the creation and maintenance of loyal customers appears to be highly relevant is the domain of e-banking. Studies have shown that by personalizing the experience for th
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10

Talstoi, Aleh, and Zackarias Madsen. "The user interface and user experience of Web Design." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16452.

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11

Park, Ji Yong, and n/a. "Interactive user experience design : creating an effective online experience." Swinburne University of Technology, 2007. http://adt.lib.swin.edu.au./public/adt-VSWT20071004.120754.

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Abstract (sommario):
Designing for user experience is central to good web design, particularly in e-commerce settings. However, the relevant dimensions and processes of designing for user experience have been variously defined. This project develops an approach to web design that defines the key dimensions of user experience, including interactivity, participation, and flow, and web site design of the user experience. The idea of Interactive User Experience Design is advanced as a model for designing from the perspective of user experience. The project reviews relevant dimensions of user experience, proposes a mod
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Park, Ji Yong. "Interactive user experience design creating an effective online experience /." Australasian Digital Thesis Program, 2007. http://adt.lib.swin.edu.au/public/adt-VSWT20071004.120754/index.html.

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Abstract (sommario):
Thesis (DDes) - Faculty of Design, Swinburne University of Technology, 2007.<br>[Submitted in total fulfillment of the requirements of the degree] Doctorate in Design, Swinburne University of Technology - 2007. Typescript. Includes bibliographical references (p. 63-74).
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13

Barksdale, Jeremy Totton. "Social Integration in Agile User Experience: Building Social Capital in Agile User Experience Software Teams." Diss., Virginia Tech, 2013. http://hdl.handle.net/10919/50557.

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Abstract (sommario):
As the practice of software engineering matures, project teams are leveraging the expertise of those with a background in other disciplines such as user experience. This multidisciplinary collaboration has implications on how user experience is incorporated into the software they produce. It also has consequences for the interaction within the team. This research aims to address the implications and consequences by explaining and evaluating the impact of socio-cognitive factors and governance forms on agile user experience software teams. The objective is to support multidisciplinary agile use
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14

Nilsson, Tobias, and Elias Tilander. "User Experience Mål för UGC-Tjänster : En studie om användarens upplevelse av användargenererat innehåll." Thesis, Halmstad University, School of Information Science, Computer and Electrical Engineering (IDE), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-4645.

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Abstract (sommario):
<p>Uppkomsten av dagens Web 2.0 har skapat möjligheter till större interaktivitet hos användarna. Denna utveckling har även följts av en möjlighet att skapa användargenererat innehåll, ett fenomen som benämns User Generated Content (UGC). En av de viktigaste aspekterna inom UGC är att det måste uppnå en god användbarhet, men likväl måste tjänsterna också erbjuda en rik subjektiv upplevelse. Denna subjektiva upplevelse benämns som User Experience och är ett uttryck för den upplevelse och tillfredställelse en användare känner då den ställs inför ett interaktivt gränssnitt. Syftet med uppsatsen v
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15

Elhorr, Suzanne. "The three dimensional relation between user system experience, user satisfaction, and user acceptance." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12957.

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Abstract (sommario):
Context. The subject presented in this research is the fact that people resist IT induced change and want to maintain their current situation when implementing a new information system.  If no strategy is set to deal with it, resistance to change leads to Information System failure. Objectives. In this study, the author is investigating how to anticipate and handle resistance to change when implementing a new information system in order to succeed. This is followed by introducing the factors affecting user satisfaction which in turn affects user acceptance. Methods The data collection involves
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Mansoor, Ali, and Zahid Mahboob. "User Experience Evaluation in Mobile Industry." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4293.

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Context: The Telecommunication industry has experienced a great revolution since last decade. Mobile devices become the new fashion trend and play a vital role in every one´s life. Due to this reason, major industry experts predict the upcoming time to be the time of Mobile Industry. The success of mobile industry is by and large dependent on its consumers. Therefore it is necessary for the vendors to focus on their target audience i.e. what are the needs and requirements of their consumers and how they feel and perceive about their products. UX evaluation of mobile products and services (MPS)
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Jacobs, Gershwin. "User experience guidelines for mobile natural user interfaces: a case study of physically disabled users." Thesis, Nelson Mandela Metropolitan University, 2017. http://hdl.handle.net/10948/17547.

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Motor impaired people are faced with many challenges, one being the of lack integration into certain spheres of society. Access to information is seen as a major issue for the motor impaired since most forms of interaction or interactive devices are not suited to the needs of motor impaired people. People with motor impairments, like the rest of the population, are increasingly using mobile phones. As a result of the current devices and methods used for interaction with content on mobile phones, various factors prohibit a pleasant experience for users with motor impairments. To counter these f
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18

Ngaye, Zonke. "User experience metrics for Dr Math." Thesis, Nelson Mandela Metropolitan University, 2012. http://hdl.handle.net/10948/d1012036.

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Abstract (sommario):
The purpose of this research study is to propose guidelines for providing a positive user experience for pupils using Dr Math®. User experience was found to have a positive impact on the acceptance and adoption of a product. Thus the proposed guidelines contribute in maximizing the adoption and acceptance of Dr Math® among pupils. This study begins with an introductory chapter that describes the problem that forms the basis for this research. The chapter defines the objectives that this study is intended to achieve in order to accomplish its ultimate goal. The methodology followed to conduct t
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Mashapa, Job. "A model for managing user experience." Thesis, Nelson Mandela Metropolitan University, 2013. http://hdl.handle.net/10948/d1020765.

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Abstract (sommario):
New innovative products are being designed while the user interface of existing products is constantly being revamped to give them a new look. All this is an effort to bring a satisfactory interacting experience for the user. However, in most cases users do not feel that they experience that benefit. The introduction of a new product, or the enhancement of the functionality and user interface of an existing product, often faces criticism and brings resistance to the acceptance and usage of the product by the users. Therefore, the change in user interface or introduction of new products does no
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20

Klotins, Eriks. "Usability and user experience : measurement model." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4722.

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Abstract (sommario):
Software quality is one of success factors in software development. Usability and user experience (U&amp;UX) as a part of software quality is becoming more and more important. Although, there has been successful attempts to formalize specific parts of U&amp;UX there is still a need for a systematic framework of U&amp;UX evaluation. This thesis is aimed to study the state of the art in U&amp;UX evaluation in order to develop a single framework that comprises existing knowledge on the topic. Furthermore, the U&amp;UX evaluation framework is aimed to support product development in industry and pr
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Dodla, Krishna Chaitanya. "Does environment affect the user experience?" Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-80651.

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Abstract (sommario):
Many organizations use the internet to reach out to their customers and also offer many services through their websites. Organizations prefer usability study on their developed systems to compare their product/system with the competitors and also to find the difficulties, while real users work on the system. Usability helps organizations to know whether targeted users are able to use the developed system without any problems. Usability testing normally takes place in a controlled environment and conclusions are drawn based on the obtained results. But today’s world has entirely changed with th
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Reily, Todd R. (Todd Richard). "User experience design of complex systems." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/77063.

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Abstract (sommario):
Thesis (S.M. in Engineering and Management)--Massachusetts Institute of Technology, Engineering Systems Division, System Design and Management Program, 2012.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (p. 104-105).<br>Over recent years, the global marketplace and its consumers have developed a mutual recognition for the rising prominence of design that delivers high quality user experience. For the provider of products and services, such design has emerged as a critical differentiator that creates new opportunities for revenue and drives customer loyalty. F
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Goecks, Jeremy. "Understanding the social navigation user experience." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29750.

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Abstract (sommario):
Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2010.<br>Committee Chair: Mynatt, Elizabeth D.; Committee Member: Edwards, W. Keith; Committee Member: Grinter, Rebecca E.; Committee Member: McDonald, David W.; Committee Member: Potts, Colin. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Draper, Christijan D. "Ships Passing in the Night? E-Learning Designers' Experiences with User Experience." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/5487.

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Abstract (sommario):
This qualitative study investigated the extent to which a diverse sub-set of e-learning designers were aware of UX principles and practices, where their e-learning design practices overlapped with established UX practices, and where UX principles might benefit e-learning designers. E-learning has grown dramatically as an area of focus in instructional design within the last decade and a half. This growth suggests a need for a better understanding of design tools, concepts and principles that can guide an e-learning designer to design better and more effective instruction. One field of design
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Arhippainen, L. (Leena). "Studying user experience: issues and problems of mobile services:– Case ADAMOS: User experience (im)possible to catch?" Doctoral thesis, University of Oulu, 2009. http://urn.fi/urn:isbn:9789514291081.

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Abstract (sommario):
Abstract User experience has become a popular term in research and industry. There has been a great attempt to study and design user experiences. This thesis gives a practical view to user experience studies and methods by reporting test settings and results of the ADAMOS case studies. The goal of the ADAMOS project was to investigate context- and action-sensitive services in terms of how users experience when the system can detect one’s location and actions, and then adjust according to this information. The aim of this thesis is to investigate problems and issues in studying user experiences
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Trachtová, Monika. "Analýza vybraného e-shopu z hlediska User Experience a User Interface." Master's thesis, Vysoká škola ekonomická v Praze, 2017. http://www.nusl.cz/ntk/nusl-360177.

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Abstract (sommario):
The main goal of this master thesis is to choose a more user-friendly e-shop option. This finding is achieved through several testing methods. As this is a user experience and user interface topic, the concepts of this topic are more closely approximated for better understanding of subsequent testing. Another approach is the testing methods used to ensure the goal of the thesis. The key part of the thesis is a practical one, which deals with the above-mentioned testing of two variants of e-shops. E-shops are tested using five-second test methods, eye-tracking measurements that become the most
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Papadaki, Patricia. "User experience in automotive industry: user perspective on functionality and entertainment." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-90881.

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Abstract (sommario):
The impact of technology is increasing in the automotive industry resulting in user experience to have a significant role in the industry. Previous studies have researched the use of user experience in the automotive industry describing the importance of it. Studies have also described the user experience in connection to in-vehicle functions. Contrariwise, a gap has been identified in relation to the actual use and users’ preferences to these functions. The aim of this study is to analyze the users’ perspective in the automotive industry and how a high level of user experience can be achieved
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Croner, Alexander, and Jonathan Wessman. "Skeuomorphism : En Studie om Realistiska Designinslag i Digitala Gränssnitt." Thesis, Högskolan i Halmstad, Sektionen för Informationsvetenskap, Data– och Elektroteknik (IDE), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-22975.

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Abstract (sommario):
Skeuomorphism är ett relativt nytt begrepp inom interaktionsdesign.Skeuomorphism är en designstil vars mål är att efterlikna realistiska objekt för attframkalla och skapa vissa effekter och upplevelser, som till exempel attunderförstått kommunicera en förståelse till användaren. Litteraturstudien visadepå att ingen har undersökt hur användare upplever inslagen och effekter somutlovas är spekulationer. Denna uppsats undersöker hur användare upplever inslagav skeuomorphism i digitala gränssnitt. Studien utfördes med hjälp av metodernathink-aloud och intervjuer för att besvara frågan, ”Hur upplev
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Schylström, Maja. "User experience in ERP system development : An action research project to involve user experience in the everyday work." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-96361.

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Abstract (sommario):
The aim of this project was to find and implement actions to increase ERP system developers’ ability to improve user experience. The focus has been methods and resources that are used in the everyday work, and the selected methodology was action research. The project took place at IFS, which develops the ERP system IFS Applications. The project started with a pre-study consisting of interviews, observations and a survey. Then, four workshops were organized where the methods Ad hoc personas, Heuristic evaluation and Speed sketching were introduced and practiced. The workshops also included info
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Zimmermann, Philippe Georges. "Beyond Usability Measuring Aspects of User Experience /." Zürich : ETH, 2008. http://aleph.unisg.ch/volltext/487863_Zimmermann_Beyond_usability.pdf.

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Bruzual, Rámon. "Dynamic Online Help for Increased User Experience." Thesis, Uppsala University, Department of Information Technology, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-108034.

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Abstract (sommario):
<p>De facto standard of automation equipment today involves that all configuration toolsexist in a Microsoft Windows environment. These tools usually include static helpfiles with text and images, in order to facilitate system configuration. Staticinformation rarely returns an accurate picture of a problem, and may also be kept toogeneral to supply the user with requested information. This calls for improvement ofthe technology by investigating possibilities to present relevant information.</p><p>The actual system of help files used in most applications consists of a Static Help FileSystem, wh
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Ali, Waqas. "Case Study Of Mobile Internet User Experience." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-6137.

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Abstract (sommario):
Mobile Internet is currently considered as the future for the Internet. Apparently the number of mobile handset sold as compared to desktop PCs is noticeable. These hints depict the potential of mobile Internet and the future market strongly relying on mobile devices. But at the same time mobile internet users are growing slower in numbers. Particularly in market where the internet access is very simple through computers, mobile internet users seems not very enthusiastic to use internet on mobile phones. Author of this study supposed on the basis of literature findings that this lack of intere
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Haugen, Kent Robin. "Mobile News : Design, User Experience and Recommendation." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-22982.

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Abstract (sommario):
As news consumption is shifting towards the digital domain, with mobile devices in particular, mobile news applications are becoming increasingly popular.This thesis focuses on a combination of mobile applications, with the use of recommender systems, in a news application&apos;s perspective, by identifying the state of mobile news applications available today and analyzing how they are accomplished, as well as developing a mobile news recommender application, as a use case associated with this project to see how this can be realized from a developer&apos;s perspective.Most of the commercial a
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Tucker, Ian. "Deterritorialising mental health : unfolding service user experience." Thesis, Loughborough University, 2006. https://dspace.lboro.ac.uk/2134/5445.

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Abstract (sommario):
Mental health has a long history of proving to be a tough concept to define. Multiple forms of knowledge and representation seek to inform as to the nature of mental health, all contributing to the production of immense complexity as to the experience of living with mental health difficulties. This thesis sets out to explore this, by getting as close as possible to mental health service users' actual experiences. A range of forms of knowledge that pertain to inform as to service users' experiences are explored, prior to analysing a corpus of interviews with service users. These are analysed th
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Nilsson, Emil, and Eric Petersson. "Utvärdering av user experience på plattformsoberoende tjänster." Thesis, Högskolan i Halmstad, Sektionen för Informationsvetenskap, Data– och Elektroteknik (IDE), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-25656.

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Abstract (sommario):
Användning av digitala tjänster är inte längre endast begränsat till en plattform. Användningen av till exempel mobiler och surfplattor har gjort att tjänster idag anpassas för flera plattformar. En plattformsoberoende tjänst är en digital tjänst som kan användas på flera plattformar. Tidigare studier har presenterat karaktäristiska drag som beskriver plattformsoberoende tjänster. De karaktäristiska drag som har definierats är komposition, kontinuitet och följdriktighet. Studier har efterfrågat metoder eller verktyg för utvärdering av kontinuitet och följdriktighet på plattformsoberoende tjäns
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Kristensen, Josefin. "Hållbar tillgänglighet : Ur ett User Experience perspektiv." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18588.

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Abstract (sommario):
Fokus på arbetet ligger på hållbar tillgänglighet för personer med funktionsnedsättning. Arbetet görs i samarbete med en organisation vars medlemmar är familjer där en eller flera familjemedlemmar har en funktionsnedsättning. Syftet med arbetet är att undersöka unga vuxna med funktionsnedsättning och deras användarupplevelsen av hjälpmedelsteknologier och teknologier genom hållbar tillgänglighet och genom en aktivitetsteoretisk lins. Datainsamlingen bestod av en enkät, fyra semistrukturerade intervjuer och tre research in the wild observationer, varav två inspelade och en ute på fältet. Data a
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37

Cameron, Nancy G. "User Experience Design in Online Nursing Education." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etsu-works/7045.

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38

Frisch, Blade William Martin. "A User Experience Evaluation of AAC Software." Bowling Green State University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1594112876812982.

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39

Bachetti, Michele. "User eXperience e MIS: un caso aziendale." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2021.

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Abstract (sommario):
Una delle più importanti difficoltà da superare per un'organizzazione che vuole essere competitiva nel mercato è quella di trovare sistemi efficienti per la raccolta e l'organizzazione delle informazioni a loro utili. Una delle soluzioni di maggior successo sono sicuramente i Management Information System, dei sistemi informatici che permettono una notevole semplificazione della gestione delle informazioni. Trattandosi comunque di sistemi che dovranno interagire con l'uomo, è importante assicurarsi che per la loro realizzazione vengano considerati i bisogni dell'utenza finale. Perciò l'obietti
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40

Core, Cristina. "Drawing the User Experience of Young Children." Doctoral thesis, Università degli studi di Trento, 2018. https://hdl.handle.net/11572/368568.

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Abstract (sommario):
The aim of this thesis is to analyse the trustworthiness of drawing as a method for evaluating the User Experience of young children (age 3-6). This method is not new in Child-Computer Interaction, but few studies have investigated it with young children in the kindergarten. This thesis analyses data collected in two case studies. A first longitudinal study, involving 27 participants, was aimed at investigating children’s UX when interacting with a system allowing for collective music making by physical movement. The second study, involving 31 participants, investigated children’s interact
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41

Core, Cristina. "Drawing the User Experience of Young Children." Doctoral thesis, University of Trento, 2018. http://eprints-phd.biblio.unitn.it/3348/1/core_2018_drawing_the_user_experience_of_young_children.pdf.

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Abstract (sommario):
The aim of this thesis is to analyse the trustworthiness of drawing as a method for evaluating the User Experience of young children (age 3-6). This method is not new in Child-Computer Interaction, but few studies have investigated it with young children in the kindergarten. This thesis analyses data collected in two case studies. A first longitudinal study, involving 27 participants, was aimed at investigating children’s UX when interacting with a system allowing for collective music making by physical movement. The second study, involving 31 participants, investigated children’s interaction
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42

Adikari, Sisira. "User experience modelling for agile software development." Doctoral thesis, importedStudentThesis, 2014. https://researchprofiles.canberra.edu.au/en/studentTheses/9455fbc8-5c77-47d2-8980-5b90fbac947a.

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43

Šolín, Petr. "Návrh metodiky UIX designu pro mobilní aplikace." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-150209.

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Abstract (sommario):
This thesis describes the design methodology for User Experience Design and its use in the creation of mobile applications. The theoretical part focuses on defining the field of User Experience Design (UXD) in conjunction with the definition of user experience. It then focuses on the role of UX Designer and his knowledge especially in the field of design of cognitive and memory operations. The main goal of the theoretical part of the thesis is to make up a comprehensive procedure for creating mobile UX applications serving as company's manual or guidance in creating a user-friendly application
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44

Conde, Mark. "Designing the User Experience for Different User Needs for B2B E-Commerce." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-217135.

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Abstract (sommario):
In today’s world, more and more companies are doing business with one another electronically; this has lead many of these companies to build online web stores for their customers to make business transactions with. Many of these online stores are out of date and/or lack good user research on how to design a web store to meet the demands of their users while creating a good user experience. This thesis provides several conceptual design ideas on how to create a better  user experience that takes into account the different users who are using the Seco Tools Online Store. These ideas were develop
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45

Bothén, Simon, and Patrik Nilsson. "How Interactions Shape the User Experience – a Mobile Virtual Reality User Study." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20671.

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Virtual reality is becoming more popular and accessible to a broaderaudience, since practically every modern smartphone can be used. The problemwith new components of a technology is the lack of guidelines for the developers.In this thesis, a set of mobile virtual reality games were analysed and broken downinto its core interactions. These interactions were then isolated and implemented ina test application to be the base for a user study. A description of theimplementation was presented focusing on these interactions. The purpose of theuser study was to compare the different interactions and
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46

Lindblom, Marcus, and Robin Åhlin. "Medical counselling via video using WebRTC : User interface and user experience design." Thesis, KTH, Hälsoinformatik och logistik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-260959.

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Abstract (sommario):
CareLigo is a medical technology company that supplies heart failure patients with a home-based care solution called OPTILOGG. OPTILOGG helps patients to keep track of their symptoms, provides medication instructions and educates them about their illness. CareLigo requested an expansion of OPTILOGG which would allow patients to talk to care providers via video communication. This thesis describes the creation of this video communication solution and how this can be done in the best way for both patients and caregivers. Based on literature studies on human-computer interaction, user interface (
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47

Unander, Marcus. "Keeping the User and User Data in Mind : A Study on Empathy and Personas." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-264539.

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One method to create and work with personas is to abstract the user data into a character with a background story and a set of goals. This method has been argued against as the method is argued to lead to, for example, stereotyping users and for not exposing User Experience (UX) designers to user data. User data has been argued to be used by UX designers to make design decision. This study examines the possibility for UX designers to empathize with a persona that have additional accessible representations of user data. The results from this study imply that it is possible for UX designers to e
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48

Andersson, Stina. "Development and Implementation of User Experience Interaction Guidelines." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-189940.

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Abstract (sommario):
The importance in finding components that may result in won market advantages for an organization has increased in the latest decade, as a result of the increasing competition across a range of industries. One factor that has been shown leading to efficient products and benefits in terms of time- and resource savings has been an implementation of user experience interaction guidelines, UXIG. These are guidelines with the purpose to improve the products within an organization out of a holistic perspective and increase the interaction between the product and its user, in a positive way. This stu
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49

Granlund, Jenny. "Enhance the user experience with a second screen." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-118863.

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Abstract (sommario):
The goal for this thesis is to create a second screen application that will enhance the experience while watching a first screen. In order to create that type of application research within the subject and reviews of existing application is conducted. The reviews resulted in functionality and content that a second screen application should have. One of the big challenges for working with a second screen balance the focus between the screens and to make sure that the application creates value, rather than taking time and being frustrating. A concept of an application based on findings and itera
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50

Nabiyouni, Mahdi. "How Does Interaction Fidelity Influence User Experience in VR Locomotion?" Diss., Virginia Tech, 2017. http://hdl.handle.net/10919/74945.

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Abstract (sommario):
It is often assumed that more realism is always desirable. In particular, many techniques for locomotion in Virtual Reality (VR) attempt to approximate real-world walking. However, it is not yet fully understood how the design of more realistic locomotion techniques influences effectiveness and user experience. In the previous VR studies, the effects of interaction fidelity have been coarse-grained, considering interaction fidelity as a single construct. We argue that interaction fidelity consists of various independent components, and each component can have a different effect on the effectiv
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