Dissertations / Theses on the topic 'Experience design'
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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.
Full textGomez, Rafael. "Experience design and automotive design." Thesis, Queensland University of Technology, 2005. https://eprints.qut.edu.au/16172/1/Rafael_Gomez_Thesis.pdf.
Full textGomez, Rafael. "Experience design and automotive design." Queensland University of Technology, 2005. http://eprints.qut.edu.au/16172/.
Full textPark, 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.
Full textFindik, Nur. "Design Of Experience Sampling Tools For Reporting Student Experience In Design Education." Master's thesis, METU, 2012. http://etd.lib.metu.edu.tr/upload/12614957/index.pdf.
Full textprocess in between these meetings. There are available tools used in the fields like education or health in order to monitor an individual&rsquo
s daily life in relation to the context (e.g. time, place, activity) and personal circumstances (e.g. emotions, feelings, ideas). These tools are developed based on experience sampling method (ESM), a research method focus on collecting self-reported data from participants in order to measure their daily life experiences, especially during a long period of time. Since the target group and experience has different characteristics for each context, design of experience sampling tools are also gaining importance to address these specific experience according to individuals&rsquo
needs and expectations. Aiming at assisting design students to do regular self-reporting on their experiences, this study presents a background research for designing experience sampling tools that would be used by students and supervisors to keep track of students&rsquo
experiences throughout design projects. In this sense, this study intends assisting students self-reporting activities, translate the main design requirements of experience sampling tools into the context of design projects, as well as revealing guidelines for the future implications of ESM tools in design education
Wang, Nan. "Mody : a smart commuting experience." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-172962.
Full textHager, MaryAnn. "Experience and design : refined experience of natural context and the architectural design process." Thesis, University of British Columbia, 1989. http://hdl.handle.net/2429/28132.
Full textApplied Science, Faculty of
Architecture and Landscape Architecture (SALA), School of
Graduate
Draper, Christijan D. "Ships Passing in the Night? E-Learning Designers' Experiences with User Experience." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/5487.
Full textTucker, Matthew R. (Matthew Ryan). "The imperative of experience and strategies for designing experiences at scale." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/113533.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 76-80).
In recent years, intense competition, fueled in large part by globalization and digitalization, has been accelerating the process of commoditization of products and services. Even when design is deployed to shape the product and distinguish it from competitors, the design often remains product-centric and easy to replicate. These dynamics have created an abundance of material wealth in developed economies, and people are often choosing to devote discretionary income to paying for fulfilling, unique experiences. In response, more companies are beginning to offer experiences to their customers as a way of differentiating themselves. Experiences, first recognized as a distinct economic offering in the late 1990s, are more holistic and subjective than products or services, appeal to higher order needs than the purely functional, and facilitate the development of customer-company relationships in place of transactional exchanges. The imperative of offering experiences presents significant challenges for nearly all companies, as they will be required to shift from being product-centric to being customer-centric. Recognizing that experiences reflect many technology products in their complexity, this thesis seeks to combine the fields of human-centered design and systems design to make experience design more accessible to all companies. Then, based on analysis of design systems and transmedia, it presents the concept of creating a design platform that permits extension and further development of the experience. This strategy balances consistency with the ability to respond to customer needs and adoption of new technology platforms. Finally, ideas for future research into this nascent field are presented.
by Matthew R. Tucker.
S.M. in Engineering and Management
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.
Full text[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).
Seeger, Ida. "User eXperience : Design, teknik, business – men vad innebär det egentligen?" Thesis, Högskolan i Gävle, Industridesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-30764.
Full textWalker, James. "Experience as an Experiment." VCU Scholars Compass, 2013. http://scholarscompass.vcu.edu/etd/3036.
Full textPurohit, Tejas. "NIO Horizon : Future autonomous flight experience." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-161309.
Full textWang, Haihong. "Co-designing hair care experience." University of Cincinnati / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1291052568.
Full textCoxon, Ian. "Designing (researching) lived experience." View thesis, 2007. http://handle.uws.edu.au:8081/1959.7/11513.
Full textA thesis submitted to the University of Western Sydney, College of Arts, Education and Social Sciences, School of Communication Arts, as a requisite component in fulfilment of the requirements for the degree of Doctor of Philosophy, under a joint supervision arrangement with the University of Applied Sciences Cologne, Köln International School of Design. Includes bibliographical references.
Rosenberg, Daniel Ph D. Massachusetts Institute of Technology. "Transformational design : a mindful practice for experience-driven design." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/101502.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 297-301).
After our initial hype over the digital revolution, we are realizing that interactive technologies, such as personal computers, smartphones, and tablets, are changing our daily experiences exponentially, without necessarily improving the way we live. Although contemporary design practitioners are increasingly interested is a more human-centered design, they objectify the experiences of the people they are designing for by not considering their own experiences during the design process. As a result, these designers do not have the means to observe, talk and reflect about the implications that their design practices and products have on their own experience and that of others. I propose a radical alternative to contemporary practices conceiving and developing new interactive technologies. I call this Transformational Design-a mindful, hands-on, and collaborative practice that allows designers to bring forth their own experiences within their creative process (designer's experience) and then talk and think about the experiences of others (user's experience) in terms of what they have directly experienced. This practice combines Mindfulness practice (Vipassana) with exploratory design (Shape Grammars) using interactive materials, including sensors, microcontrollers, and effectors. In this dissertation, I present the foundations of Transformational Design, including the conceptual guidelines-a vocabulary and models-along with the exercises to apply them in practice. In these exercises, participants express their experiences and design by putting together interactive and recycled materials. They also play as users and designers, exchanging their expressions and products, and then observing one another. I built this practice by simultaneously conceiving the foundations and exploring them in workshops with many others. In total, I conducted 14 workshops with 188 participants in Chile, India, and the US. I have found that with Transformational Design, participants can become mindful, and then express their experiences as a construction: can bring forth new experiences by engaging with their designs in ways they have not done before; and can begin reflecting on how these experiences change the lives of others in ways they could not have predicted. It is my hope that this practice will pave a meaningful alternative path, one that designers can use to begin reflecting as they are putting together new technologies, for themselves and others.
by Daniel Rosenberg.
Ph. D. in Architecture: Design and Computation
Lundquist, Martin. "Autonomous Bus Passenger Experience." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-149064.
Full textSong, Minkyu. "Personalized Shopping Experience for Social Impact." University of Cincinnati / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1439306405.
Full textKnobel, Martin. "Experience design in the automotive context." Diss., Ludwig-Maximilians-Universität München, 2013. http://nbn-resolving.de/urn:nbn:de:bvb:19-162239.
Full textViele unterschiedliche Erlebnisse im Leben sind auf die eine oder andere Weise mit Autofahrten verbunden. Jedoch wird in der Automobilindustrie das Erlebnis im Auto bisher gleichgestellt mit dem Fahrerlebnis selbst, was folglich auch das Interaktionsdesign in Fahrzeugen bestimmt. Dahingegen bietet gerade das Auto Raum für Erlebnisse, die über die eigentliche Fahraufgabe hinausgehen, wie intensive Gespräche oder Entdeckungen. Wie also lassen sich derartige Erlebnisse gestalten, und wie kann dies auf eine Art und Weise geschehen, dass bei FahrerIn als auch Mitfahrenden positive Emotionen ausgelöst werden? Zu diesem Ziel sollte beim Menschen und nicht bei der Technologie angesetzt werden. Der von Marc Hassenzahl aufgestellte Designansatz „Experience Design“ bietet eben diesen Fokus auf den Menschen und konzentriert sich auf das Gestalten von deren Erlebnissen. Hierbei werden durch das Erfüllen psychologischer Bedürfnisse gezielt positive Emotionen erzeugt. Experience Design ermöglicht, Erlebnisse im Vorfeld der Gestaltung genauer zu analysieren, indem anhand psychologischer Bedürfnisse geklärt wird, warum ein betreffende Erlebnis positiv empfunden wird. Weiterhin unterstützt Experience Design das Konzipieren einer Erlebnisgeschichte, welche auf die zu erfüllenden psychologischen Bedürfnisse ausgerichtet ist und das zu gestaltende Erlebnis definiert. Dieses Erlebnis lässt sich dann Schritt für Schritt in ein Interaktionsdesign übertragen. Schließlich kann das gestaltete Erlebnis von StudienteilnehmerInnen mithilfe der Technologie in situ durchlebt und analysiert werden. Aufbauend auf diesem Designansatz und mittels Methoden insbesondere aus den Bereichen Mensch-Maschine-Interaktion sowie Psychologie werden vier Studien der Gestaltung von Erlebnissen durch Interaktionsprodukte im automobilen Bereich vorgestellt. Die gestalteten Erlebnisse lassen sich untergliedern in Erlebnisse bei gemeinsamen Fahrten in unbekannten Gegenden sowie in Erlebnisse beim alleine Fahren auf bekannten Strecken. Sie finden in unterschiedlichen Szenarios statt, nämlich in einer Kolonnenfahrt, einer Entdeckungsreise, einer Pendelfahrt und im rücksichtsvollen Straßenverkehr. Aus der praktischen Anwendung von Experience Design in diesen Designstudien wird eine „Best Practice“ zur Verwendung der benutzten Methoden erstellt. Damit werden in dieser Arbeit Möglichkeiten aufgezeigt, wie über die Fahraufgabe hinausgehende Erlebnisse mithilfe von Technologie gestaltet werden können. Diskutiert werden weiterhin Herausforderungen des Gestaltens von Erlebnissen in Umfeldern, die auf Benutzbarkeit spezialisiert sind. So soll diese Arbeit Designer und Forscher insbesondere im automobilen Bereich dahingehend inspirieren, Erlebnisse zu gestalten und damit neue Wege für Innovationen zu finden.
Marshall, L. "Healthcare environment design and patient experience." Thesis, Canterbury Christ Church University, 2018. http://create.canterbury.ac.uk/17671/.
Full textReily, Todd R. (Todd Richard). "User experience design of complex systems." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/77063.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 104-105).
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. For the consumer, design can often surpass commoditized technical specifications as a basis for making purchase decisions. Nevertheless, despite their best intentions, many organizations still fail to successfully integrate design strategies into their existing processes and culture. This research examines the critical factors that enable successful implementation of design strategies under current market conditions in a way that produces sustained customer loyalty and revenue. Methods utilized in this research include one-on-one interviews, online surveys, and comparative case studies to ensure proper balance and perspective. The interviews were conducted with design leaders at organizations such as Philips and Frog Design. They covered the role that design plays at organizations, including the conditions necessary for successful design strategies and the barriers that they generally face. Surveys conducted for this research examined the personal experiences of 120 managers, engineers, and designers on the development of consumer-facing products, services, and systems. The result of these methods was a series of findings that supports the notion that a holistic "systems-based" approach offers competitive advantages to organizations looking to successfully implement a design-oriented strategy. It is this perspective that allows organizations to realize solutions that balance business objectives, technical capabilities, and design principles to meet customer intentions. It is proposed by this thesis that a systems-based approach has become necessary due to the ever-converging nature of today's networked products and services, particularly in the consumer marketplace. This thesis concludes with a framework of methods and principles for conceiving and designing user experiences for a complex market of convergent products and services. The framework borrows methods from Systems Thinking, Design Thinking, and User Experience Design to create a singular process that provides the clarity and simplicity necessary for a user experience amidst the complexity of a system design process.
by Todd R. Reily.
S.M.in Engineering and Management
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.
Full textCoxon, Ian. "Designing (researching) lived experience." Thesis, View thesis, 2007. http://handle.uws.edu.au:8081/1959.7/11513.
Full textZeng, Hui. "Experience-Oriented Ecological Design: A Methodological Framework to Improve Human Experience in Urban Public Space Ecological Design." Thesis, Virginia Tech, 2005. http://hdl.handle.net/10919/32908.
Full textMaster of Landscape Architecture
Aghanasiri, Maliheh. "User Experience Designer+ Multidisciplinary Team: Guideline to an Efficient Collaboration." University of Cincinnati / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1490352781463361.
Full textWheatley, Donna. "Branded spaces : mental mapping architectural design and experience." Thesis, The University of Sydney, 2011. https://hdl.handle.net/2123/29287.
Full textFan, Siyuan. "Integrating design into interactive personal medicine education experience." University of Cincinnati / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1378195790.
Full textHarrison, Anna. "Principles of experience design for airport terminals." Thesis, Queensland University of Technology, 2015. https://eprints.qut.edu.au/83947/1/Anna_Harrison_Thesis.pdf.
Full textSchneider, Oliver Stirling. "Haptic experience design : tools, techniques, and process." Thesis, University of British Columbia, 2016. http://hdl.handle.net/2429/60233.
Full textScience, Faculty of
Computer Science, Department of
Graduate
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.
Full textTse, Chun Joe, and 謝俊. "Contractors experience in design & build projects." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1998. http://hub.hku.hk/bib/B31251572.
Full textAguirre, Alejandro S. B. Massachusetts Institute of Technology. "Design of an automated cocktail mixing experience." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/83681.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (page 36).
This thesis describes the design concept development of an automated cocktail mixing device and user interface that is capable of dispensing a variety of alcoholic and non-alcoholic ingredients to produce a myriad of drink recipes. The design consists of twelve containers, each connected to an electronically controlled valve, mounted over a circularly symmetric frame that houses a cup while ingredients are dispensed into it. A user study was conducted in which participants responded to questions regarding their drinking habits, drink preferences and perceived experience/knowledge of mixing cocktails. In addition, participants were asked to rate a variety of functionalities that might be found in an automated cocktail mixing device based on how important or crucial they perceived them to be. The responses collected through this user study were used to drive the direction of the design concept development. The automated cocktail mixing device design concept was modeled using CAD software in order to better understand the spatial constraints and requirements of the assembly components. This model, combined with the user study and proposed user interface functionalities, serve as the foundation for the further development of the product.
by Alejandro Aguirre.
S.B.
Cameron, Nancy G. "User Experience Design in Online Nursing Education." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etsu-works/7045.
Full textTse, Chun Joe. "Contractors experience in design & build projects /." Hong Kong : University of Hong Kong, 1998. http://sunzi.lib.hku.hk/hkuto/record.jsp?B25948386.
Full textZhang, Pei. "Experience capitalization to support inventive design studies." Thesis, Strasbourg, 2019. http://www.theses.fr/2019STRAD002.
Full textExperience plays a crucial role in the resolution of problems. When in inventive problem solving activities, experience is composed of two parts: one is the specific know-how knowledge acquired in the practice of solving previous problems, the other is the additional knowledge from other domains where the problem solver is previously acquired and is used for problem solving. This thesis aims at proposing a new way to solve new inventive problems by capitalizing experience obtained from past problem solving activities. The first contribution is based on the use of the case-based reasoning for collecting and rapidly accessing the experiences. The second contribution consists in proposing a new way to classify the physical effects using Wikipedia. To implement the proposed approach, a web-based application called CBRID (Case-based reasoning for Inventive Design) is developed. A particular case of ''cloth hanger'' is studied to illustrate the problem solving process based on the proposed approach. In addition to that, we conducted a set of experiments to evaluate our approach in terms of effectiveness and efficiency
Arrighi, Pierre-Antoine. "Modèles d’intégration des designers créatifs dans les processus de conception industriels." Thesis, Paris, ENMP, 2014. http://www.theses.fr/2014ENMP0016/document.
Full textMany studies show that industrial design is key to triggering, fostering andsustaining innovation. However, the unique capacities of creation and innovationof industrial designers make it challenging for them to thrive within industrialenvironments.The challenge for companies is to create the optimal work environment forthose professionals, while ensuring their work can be integrated smoothly intothe existing industrial design processes. We assume this dilemma is partiallystemming from the intensive use of sequential design models in the industry.Design tools were developed on the assumption that creative front end andproduct development should be separated.We introduce here a new model, aiming at depicting accurately the reasoningmodes and the nature of the object being designed with the digital ComputerAided Design (CAD) suites. This model is the result of the joint mobilization offour academic fields : computer, cognitive and management science and designtheories. Dassault Systèmes and their CATIA software have proven to be an excellentresearch environment for such questions. As we have been thinking, thenew model (laminated) makes three new hypothesis. Those unheard assertionshave been suggested and validated with this thesis :1/ Some specific design workshops are able to provide simultaneously robust andgenerative design capacities. We call this characteristic «acquired originality».2/ The object representations within by the software are not the result of successiverefinements but derive directly from a parameterized set of rules.3/ Industrial designers have specific requirements for CAD tools, different fromtheir engineers and artists counterparts because what they design is fundamentallydifferent. IDs generate conceptual models using a mass singularity technique.Those results sketch the emergence of a new generation of CAD tools forindustrial designers and able to foster innovation
Wirstad, Gustafsson Ella. "Defining and Evaluating Design System Usability for Improved Developer Experience." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-295151.
Full textSenaste tidens tillväxt inom mjukvaruutvecklingsindustrin har resulterat i ett ökat intresse för att effektivisera samarbetet inom utvecklingsteamet. Två yrkesgrupper som påvisats stöta på dilemman associerade med multidisciplinärt arbete är de som designar och utvecklar mjukvara, vars samarbete är avgörande för utvecklingsprocessens framgång. Designsystem har vuxit fram som ett svar på en ökad efterfrågan på effektivt samarbete som en samling återanvändbara mönster och dokumentation som syftar till att etablera en gemensam vokabulär och inom mjukvaruutvecklingsteam. Trots att användandet av designsystem inom mjukvaruutveckling har ökat under de senaste åren har inte mycket forskning gjorts på dess användbarhet i utvecklingsarbetet. Denna uppsats syftar till att studera designsystem från ett utvecklarperspektiv, och utvärdera dess förmåga att facilitera samarbetet inom mjukvaruutvecklingsteam. Genom att ta avstamp i tidigare forskning kring utvecklarupplevelse föreslår denna studie en metod för att bedöma användbarheten och utvecklarupplevelsen av ett designsystem. Deltagande mjukvaruutvecklare fick i denna studie i uppgift att implementera gränssnittsdesign i kod med hjälp av ett designsystem, följt av intervjufrågor baserade på ramverket för Cognitive Dimensions. Tematisk analys användes för att analysera data. Resultaten ger inblick i användbarhet och designsystem i allmänhet, så som vikten av utvecklarens autonomi och systemets flexibilitet, samt implikationer från det testade design systemet i synnerhet, så som implementationskontextens relevans. Resultaten antyder att det finns svårigheter med att närma sig mjukvaruutveckling med designsystem genom konventioner och god praxis snarare än med ett systemteoretiskt perspektiv.
Önal, Özgür Özcan Can. "Designing for experience:Example experience design projects on workspace/." [s.l.]: [s.n.], 2006. http://library.iyte.edu.tr/tezler/master/endustriurunleritasarimi/T000385.pdf.
Full textKeywords: Design patterns, experience design, designing for experience, user experience, experience patterns, workspace activities. Includes bibliographical references (leaves. 94-95).
Bailey, Justin Gray. "The Airliner : capturing the essence of experience in visual form." Thesis, University of Iowa, 2015. https://ir.uiowa.edu/etd/1540.
Full textAguilera, Alderete Paulina. "Food Stories: A Design Method for Understanding Meaning Through Identity, Emotion, and Experience." University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin153563433451446.
Full textSampson, Ellen. "Worn : footwear, attachment and affective experience." Thesis, Royal College of Art, 2016. http://researchonline.rca.ac.uk/1811/.
Full textBahlenberg, Robin, and Xing Yan. "Anthropomorphic design and anticipated user experience : A two-step provocational design study of the user experience of smart anthropomorphic products." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-161105.
Full textNeubauer, Marie, and Matilda Marcelius. "The Customer Buying Process - a tedious affair or a pelasant experience?" Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21230.
Full textSpencer, Nicholas. "An investigation into the experience of designing." Thesis, Northumbria University, 2009. http://nrl.northumbria.ac.uk/2344/.
Full textHart, 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.
Full textChamorro-Koc, Marianella. "Experience, context-of-use and the design of product usability." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16360/.
Full textGran, Hornsten Anders, and Jacob Holst. "Emotional Triggers - Experience design as an added value." Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23525.
Full textWe have in this thesis studied the area of emotive design as a way to create a stronger user experience. Functionality and features are still important to break new grounds and develop artifacts that can make our life easier, but the value of the product must beconsidered in a new way and communicated on new level, an emotional level.We have within the thesis, in collaboration with Sony Ericsson,investigated how emotions can be evoked by personal technologies.The human computer interaction is today so advanced that we might not always reflect over the impact the technology has on us. Our personal technology is getting more sophisticated which could allow stronger emotional bonds between the user and a device. What we have created is a concept for designing what we call emotional triggers.To find out what triggers users’ emotions towards technologyin order to create an added value, we have studied the relationshipbetween users and their mobile phones. These studies included a workshop where we aimed to find out how users perceive their mobile phone and also how willing they are to personalize it.Furthermore we conducted trend research in Berlin and Milan to see international differences in mobile usage and also tocompare it to other industries such as the fashion industry.The result is a concept we call Selectíf. The concept is a set of design criteria for designing add-ons that are made to illustratemore emotional values of a technical device. The concept is based on the notion of a series of add-ons and we have also createda first prototype, called Selectíf no1 based on the criteria.The prototype focuses less on technology and more on a user’s emotional needs and illuminates how personal technologies canbe designed to be more emotive and thereby create a stronger user experience.
Moattar, Kayrokh. "Våler Church : A Contemporary Experience of Sacred Architecture." Thesis, KTH, Arkitektur, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-100149.
Full textAcklin, Claudia. "Design management absorption in SMEs with little or no prior design experience." Thesis, Lancaster University, 2013. http://eprints.lancs.ac.uk/64556/.
Full textHagen, Ulf. "Lodestars for Player Experience : Ideation in Videogame design." Licentiate thesis, Södertörns högskola, Medieteknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-16312.
Full text