Dissertations / Theses on the topic 'User experience'
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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.
Full textBergström, 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 textJohansson, 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.
Full textThis report is the result of a thesis project at Malmö Universitys Productdesignprogram. The purpose of the project has been to explore the future of mobile communications. It is written by Victor Johansson, in collaboration with Sony Ericsson Mobile Communications AB.More and more functions move into our phones; tickets, credit cards, maps, schedules and photo albums. When these things move into the phone they become intangible. But what happens when more and more things are intangible, and interaction with this non-physical world remains flat and one dimensional? Are there better ways to reach, manage and "grab" this world?The project began with a study which largely consisted of trend analysis. The goal of this study was to identify problem areas and to develop a problem. Afterwards the project followed the traditional design process with a brief, idea process, sketching process, prototypes and final concept.The project has resulted in a physical concept that is supposed to be launched three years from now. The concept makes content from the intangible world more accessible to the user and explores new ways to interact with this content.
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.
Full textErcoli, Pierpaolo. "Wearable device e User Experience." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10383/.
Full textHobbs, Katherine Anna. "Designing the ClockSketch user experience." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/105990.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 51-53).
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: glanceability, familiarity, minimalism, and trustworthiness. Following a spiral-based design process, we systematically built and iterated over interface prototypes with these goals in mind.
by Katherine Anna Hobbs.
M. Eng.
Kendrick, Victoria L. "The user experience of crowds." Thesis, Loughborough University, 2013. https://dspace.lboro.ac.uk/2134/13888.
Full textNissinen, T. (Tuomas). "User experience prototyping:a literature review." Bachelor's thesis, University of Oulu, 2015. http://urn.fi/URN:NBN:fi:oulu-201504221415.
Full textHolm, 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.
Full textInteraktionen mellan företag och kund sker nuförtiden oftast på digitala mötesplatser. När möjligheten för företag att träffa kunden öga mot öga minskar blir det en utmaning att skapa nära affärsrelationer och förmedla bra kundservice. Med konkurrenter som enkelt kopierar digitala tjänster och med en standardisering av gränssnitt och tjänster tenderar kunder att oftare byta leverantör. Inom e-banking framstår därför skapande och upprätthållande av lojala kunder som högst relevant. Genom att personifiera användarupplevelsen kan kundlojaliteten förbättras. Befintliga metoder för gränssnittsadaption lämnar över ansvaret för den resulterande designen från designern till antingen användaren eller systemet. Men, om ansvaret för designen tilldelas användaren kan resultatet bli i en skadad användarupplevelse. Så länge datorer inte kan översätta meningen bakom vad en människa kommunicerar eller skapa en förståelse för en användares bakomliggande motivation till varför hen utför handlingar, måste mänskliga designers inneha ansvaret för designen av användarupplevelsen. Vidare skiljer sig responsiv webbdesign från konceptet användarresponsivitet i meningen att responsiv webbdesign inte är direkt responsiv mot användaren utan snarare mot den tekniska apparat som används. Genom att följa en design science forskningsmetodik utvecklades ett konceptuellt ramverk för design av användarresponsiva användarupplevelser (user responsive user experience design (URUXD)). Målet var att stärka bandet mellan användare och leverantör genom att möjliggöra en mer relevant och personifierad användarupplevelse. Det konceptuella ramverket introducerar ett sätt att designa användarresponsiva informationssystem vilket kan vara användbart i domäner där användargruppen är stor och heterogen, vilket är fallet för e-banking. En personifierad användarupplevelse möjliggörs genom att utöka det befintliga användningsområdet för designverktyget personas till att även inkludera dem som mappningssverktyg för att kategorisera användare i realtid. Multipla persona sets införlivas i ramverket vilket skapar möjlighet för designern att skapa en holistisk användarupplevelse för varje enskilt persona set. Det konceptuella ramverket möjliggör därigenom för multipla gränssnittdesigns för ett informationssystem som därmed blir användarresponsivt, utan att underminera principer för användbarhet.
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.
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 textPark, 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).
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.
Full textPh. D.
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.
Full textUppkomsten 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 var att identifiera User Experience av UGC-tjänster. Uppsatsen karaktäriseras av en kvalitativ ansats och grundar sig i en explorativ undersökning med loggböcker och intervjuer, där nio respondenters upplevelser ligger till grund för uppsatsens resultat. Uppsatsen bidrar med en modell över User Experience mål för UGC-tjänster. Modellen bidrar till en ökad förståelse för vad som utgör en god User Experience av en UGC-tjänst och kan på så vis vara vägledande för de som designar dessa typer av tjänster.
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.
Full textMansoor, 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.
Full textJacobs, 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.
Full textNgaye, Zonke. "User experience metrics for Dr Math." Thesis, Nelson Mandela Metropolitan University, 2012. http://hdl.handle.net/10948/d1012036.
Full textMashapa, Job. "A model for managing user experience." Thesis, Nelson Mandela Metropolitan University, 2013. http://hdl.handle.net/10948/d1020765.
Full textKlotins, 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.
Full textDodla, 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.
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
Goecks, Jeremy. "Understanding the social navigation user experience." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29750.
Full textCommittee 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.
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 textArhippainen, 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.
Full textTrachtová, 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.
Full textPapadaki, 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.
Full textCroner, 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.
Full textSkeuomorphism is a relatively new concept in interaction design. Skeuomorphism isa design style that aims to mimic realistic objects to develop and create certaineffects and experiences, such as implicitly communicate an understanding to theuser. The literature review showed that no one has studied how users experiencethese elements and the effects that are promised are only speculations. This essayexamines how users experience the elements of skeuomorphism in digitalinterfaces. The study was conducted using the methods think-aloud and interviewsto answer the question, “How do users experience elements of skeuomorphism indigital graphical interfaces?” . The study resulted in six aspects which presents howusers experience the elements of skeuomorphism.
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.
Full textZimmermann, Philippe Georges. "Beyond Usability Measuring Aspects of User Experience /." Zürich : ETH, 2008. http://aleph.unisg.ch/volltext/487863_Zimmermann_Beyond_usability.pdf.
Full textBruzual, 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.
Full textDe 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.
The actual system of help files used in most applications consists of a Static Help FileSystem, where the help file is shown a Standard Viewer. Each help file consists of aunique file, such as a “.chm” file (when using the Windows Help Viewer) that containsthe HTML information (including text and images) that this viewer will display. Thissystem allows the use of conditional tags in the HTML content files (that are thencompiled into one “.chm” file) using parameters that are already predefined byundesirable settings.
A dynamic system where only relevant information is given depending on whichproduct is active removes the need for poor and ambiguous description and thus,gives the correct help instantly. In the context of Help, Dynamic Help Content refersto different Content Objects that contain the relevant information for differentconfigurations or “modes” that suit different users’ request. This information isassembled when requested by the user according to its requirements defined by theUser Profile metadata, which defines the User Profile itself.
Since the systems that are currently available in the market do not allow the Help Filedeveloper to define the Content Metadata (the data that describes which content isrelevant for each user profile), a new Dynamic Help System that presents animprovement over the actual Static Help System and that allows to this character todefine the Content Metadata is implemented in this thesis. A new prototypeapplication has been implemented with the .NET Framework, and it is in charge ofmatching the User Profile metadata with the Content metadata or, in other words, ofexecuting the dynamic rules defined by the Help File developer and of displaying thefinal help file to the user.
The new system was tested with many cases and it proved to allow the help filedeveloper to change contents, keywords and graphical profiles of an entire Set ofHelp Files, which is compressed as a “zip” file to make its distribution easier. Thiscapacity of personalization represents an improvement of the user experience andusability over the actual Static Systems, being more useful by displaying the rightinformation to the user, creating the help file on the fly while matching the UserProfile Metadata with the Content Metadata.
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.
Full textSilvergården 5b lgh 1404 Landskrona Sweden 0735645215
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 textTucker, Ian. "Deterritorialising mental health : unfolding service user experience." Thesis, Loughborough University, 2006. https://dspace.lboro.ac.uk/2134/5445.
Full textNilsson, 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.
Full textKristensen, 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.
Full textFocus in this work lies in sustainable accessibility for people with psychical disabilities. This work is made in cooperation with an organization which members are families where one or more family members has a disability. The purpose of this work is to investigate young people with disabilities and their user experience of assistive technology and technology, through an activity theory lens. The data collection consisted by an inquiry, four semi structured interviews and three research in the wild observations, whereas two were recorded and one were out on the field. Data was analyzed through an activity theory lens whereas the result demonstrated three larger themes: The difference in user experience between young adults and parents in the use of assistive technology and technology. The difference in user experience by young adults compared to the amount of usability problems that occurs in the interaction with assistive technology and technology. Deficiency in sustainable accessibility. The result was used to show deficiencies at both micro level; in the user experience of assistive technology and technology, and through a macro level; how society support fails from school and rehabilitation all the way up to laws, rules and rights for people with disabilities. The final result is that it is worse than what you could possibly imagine in terms of laws, rules and rights for people with disabilities in Sweden today. This causes that this user group can’t take part of the possibilities that stands a head to be full worthy actors in society, which on one hand is a waste of resources and on the other hand stops their personal and professional development and potential.
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 textFrisch, 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.
Full textBachetti, Michele. "User eXperience e MIS: un caso aziendale." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2021.
Find full textCore, Cristina. "Drawing the User Experience of Young Children." Doctoral thesis, Università degli studi di Trento, 2018. https://hdl.handle.net/11572/368568.
Full textCore, 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.
Full textŠolín, 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 textConde, 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.
Full textBothén, 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.
Full textLindblom, Marcus, and Robin Åhlin. "Medical counselling via video using WebRTC : User interface and user experience design." Thesis, KTH, Hälsoinformatik och logistik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-260959.
Full textCareLigo är ett medicintekniskt företag som tillhandahåller hjärtsviktspatienter med en hembaserad vårdlösning kallad OPTILOGG. OPTILOGG hjälper patienter att hålla koll på deras symptom, ger medicineringsanvisningar och utbildar dem om sin sjukdom. CareLigo eftersökte en utökning av OPTILOGG vilket skulle ge patienterna möjlighet att prata med vårdgivare via videokommunikation. Detta examensarbete beskriver skapandet av denna videokommunikationslösning och hur detta kan göras på bästa sätt för både patienter och vårdgivare. Utifrån litteraturstudier gällande människa-dator-interaktion samt användargränssnitts (UI)-och interaktionsdesign (UX) utvecklades en fristående Androidapplikation för vårdgivare och en utökning i OPTILOGG med hänsyn tagen till att användarna av OPTILOGG ofta är multisjuka och äldre. Tre tillgänglighetshjälpmedel tillades i utökningen av OPTILOGG. Det första hjälpmedlet var en förstoring av klickareor runt knappar. Den andra tillgänglighetsåtgärden var en skärmläsarfunktion som beskriver objekt som användaren klickar på. Det tredje verktyget var en funktion för taligenkänning som gjorde det möjligt för patienter att navigera i OPTILOGG med röst. Videokommunikationen mellan den fristående vårdgivarapplikationen och OPTILOGG baserades på WebRTC och utvecklades med hjälp av ett utvecklingsverktyg från en molnkommunikationsle-verantör som heter Sinch.
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.
Full textEn metod för att skapa och jobba med personas är att abstrahera användardatan till en karaktär med en bakgrundshistoria och ett antal mål. Denna metod har argumenterats mot bland annat för att metoden leder till att man skapar stereotypa användare och för att inte exponera User Experience (UX) designers till användardatan. Användardata har argumenterats användas av UX-designers för att göra designrelaterade beslut. Denna studie undersöker möjligheten att empatisera med en persona som har ytterligare representationer av användardata tillgängliga. Resultatet av denna studie indikerar att det är möjligt för UX designers att empatisera med en persona medan representationer av användardata finns att tillgå. Ytterligare indikerar resultaten att designmetoderna för den persona som användes i denna studie är i behov av ytterligare utveckling.
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.
Full textGranlund, 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.
Full textNabiyouni, Mahdi. "How Does Interaction Fidelity Influence User Experience in VR Locomotion?" Diss., Virginia Tech, 2017. http://hdl.handle.net/10919/74945.
Full textPh. D.
Bahlenberg, 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 text