Дисертації з теми "Interaction and 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.
Повний текст джерелаStrindlund, Nathalie. "Exploring relations between Interaction attributes and Pleasures in multisensory interactive art." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23788.
Повний текст джерелаRing, Lisa. "Designing the Mobile Web: Guidelines for User Interactionand Experience." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-87199.
Повний текст джерелаWoolley, Elise M. "Fun: An Exploration in its Relevance to Interaction Design." The Ohio State University, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=osu1280119375.
Повний текст джерелаMejia, Hector. "Emplant - Designing for a human experience in the transhumanist era." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-136978.
Повний текст джерелаMöller, Rebecka. "How to create interaction moments at concerts : Designing user experiences." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232128.
Повний текст джерелаKonsertindustrin har expanderat enormt de senaste åren. Samtidigt som det ökande engagemanget för konserter, växer den digitala marknaden snabbt. Idag använder publiken sina mobiltelefoner under en konsert för att skicka textmeddelanden, ansluta på sociala medier, ta foton, spela in filmklipp och använda ficklampans funktion som en tändare. Det här beteendet kan uppfattas som ett distraherande ögonblick och i stället flytta personens fokus från konserten till telefonen. Det distraherande ögonblicket kan undvikas genom en studie av användarupplevelse som gör att en mobilapplikation gör samspelet smidigare. Det kan leda till mer fokus på musiken och genom det förbättra konsertupplevelsen. I det här projektet beskrivs arbetet bakom utvecklingen av prototyper. Metoden som används i rapporten är processen Design Thinking. Processen är uppdelad i en femstegsmodell: sympatisera, definiera, föreställa, prototyp och testa. Resultatet presenterar tre prototyper som bygger på digitala tävlingar som interagerar publiken under en konsertupplevelse. I slutet av rapporten presenteras en diskussion om hur man kan få ett positivt resultat av att interagera publiken och artisten med varandra. Slutsatsen var att interaktionerna har god potential att fungera i en konsertmiljö, men interaktionerna måste testas ytterligare för att säkerställa ett positivt resultat. En annan slutsats var att tiden före en konsert har mer spelrum för interaktionerna att fungera bra och att inte distrahera användarna från konsertupplevelsen.
Kaltenbacher, Bridgette Gertraude. "Intuitive interaction steps towards an integral understanding of the user experience in interaction design." Thesis, Goldsmiths College (University of London), 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.514297.
Повний текст джерелаTan, Michelle. "Connecting dots : interaction design for holistic learning." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2014. https://ro.ecu.edu.au/theses/927.
Повний текст джерелаFan, Siyuan. "Integrating design into interactive personal medicine education experience." University of Cincinnati / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1378195790.
Повний текст джерелаDunbar, Michael James, and miek@collabo net. "Beyond Skin Deep: Exploring the contribution of communication design within interaction design projects." RMIT University. Media and Communication, 2009. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20091029.110723.
Повний текст джерелаDikdur, Ezgi. "Physical Pain In User-product Interaction." Master's thesis, METU, 2011. http://etd.lib.metu.edu.tr/upload/12613547/index.pdf.
Повний текст джерелаwhether consciously or not. The focus in this research is exploring these &lsquo
used&rsquo
pains, and their relations to product design
in other words, how products are (or how they may be) used or manipulated to use pain instead of avoiding it. Eventually, the aim is to map the pain experience as a constructive element of experience and to come up with a statement for the usage of physical pain in product design as a beneficial tool, instead of just being a tool for pleasure as it has been used in product design till now. In order to explore the pain experience with products, a contexmapping study and a focus group study have been done. The phenomena of &lsquo
good, transitional and bad pain&rsquo
were introduced. Following this, pain experience with products model was proposed utilizing the results of the studies and for the exploration of the implementation of the model in practicum, a generative session study to obtain initial design ideas was done.
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.
Повний текст джерелаNeubauer, 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.
Повний текст джерелаPark, 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.
Повний текст джерелаAtanasov, Simeon. "Juiciness: Exploring and designing around experience of feedback in video games." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22264.
Повний текст джерелаChamorro-Koc, Marianella. "Experience, context-of-use and the design of product usability." Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/16360/1/Marianella_Chamorro-Koc_Thesis.pdf.
Повний текст джерелаLundquist, 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.
Повний текст джерелаVictor, Winnhed. "Bridging the Age Gap Between Streaming Platforms : Improving User Experience for In-between Users." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-121904.
Повний текст джерелаZhong, Tingye. "Exploring interaction design for mindful breathing support: the HU II design case." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-237263.
Повний текст джерелаMindfulnessbaserad stressreduktion (MBSR) är en effektiv metod för att behandla och förhindra stress. HU är ett av flertal interaktiva system som ämnar att stödja MBSR. HU II är en apparat som hjälper medveten andning utvecklades och utvärderades som en fortsättning på HU. Detta arbete undersökte interaktionen mellan HU II och användaren i realtid, prestandan hos den användna sensorn samt representationen och kartläggningen av de valda modaliteterna. Tio deltagare med olika bakgrunder och kunskapsnivåer angående mindfulness utvärderade apparaten och gav sina subjektiva åsikter och feedback. Resultaten indikerar att den valda sensorn samt modaliteterna stödjer interaktion i realtid för medveten andning. Via dessa resultat föreslås framtida forskningsmöjligheter och riktlinjer som kan stödja designen av framtida mindfulness-baserade lösningar.
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.
Повний текст джерела[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).
Xie, Fei. "How interaction design for ceramics exhibition will help audiences to have a better experience in museums." University of Cincinnati / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1377871118.
Повний текст джерелаBerg, Mikaela. "Improving reading experience in digital newspapers." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-105537.
Повний текст джерелаKamaruddin, Norfadilah. "Interface design in interactive science courseware for the Malaysian Smart School Project." Thesis, Queensland University of Technology, 2012. https://eprints.qut.edu.au/50970/1/Norfadilah_Kamaruddin_Thesis.pdf.
Повний текст джерелаErhard, Peter. "Cross-device brand experience : Interactive brand elements in the Skype service ecology." Thesis, Linköping University, Department of Computer and Information Science, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-14953.
Повний текст джерелаMany interactive products and services have made the move from stationary or desktop applications to dedicated mobile devices. Sonys Playstation has evolved into the PSP (playstation portable), Apples iPod is fully integrated with iTunes, Microsoft’s new media player is rumored to carry the Xbox brand and browsers like Internet Explorer and Opera can be used on pocket PCs, cell phones and Smart Phones. A very interesting example of this development is the global telephony company Skype that offers free calls over the Internet as well as instant messaging, video conferencing among many other things. Skype is making its way from the desktop to a wide array of devices, stressing the need for a unified brand experience. This thesis seeks to explore the different interactive aspects that constitute the user experience of a specific brand. Through listing the use qualities fulfilled by the services in the primary product and examining their requirements and dependencies in the user interface, this thesis proposes a method to foresee potential confinements in the brand experience when distributing an interactive product or service to a new platform. The thesis also aims at examining how the method can be used in the design process.
Chan, Kin Yi Jenny. "A Study and Design Proposal for Social News Reading Experience." University of Cincinnati / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1428047960.
Повний текст джерелаHulterström, Kristina. "Witches, Warlocks and Traffic Encounters : Designing the interaction for an ad hoc gaming experience." Thesis, Linköping University, Department of Science and Technology, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2059.
Повний текст джерелаThis thesis explores the problems and possibilities concerning the interaction between players physically located in different cars during temporary meetings in a gaming situation. The thesis is part of a study set out to investigate how traffic encounters can be used as a resource in a mobile, multiplayer game intended as entertainment for children travelling in the backseat of cars. The multiplayer capabilities are realised by using wireless networks in ad hoc peer- to-peer mode, GPS positioning and a digital compass.
Designing the interaction for an ad hoc, mobile multiplayer experience introduces several design challenges, such as how to adapt to the temporality of traffic encounters and how to establish a connection between the digital game and the physical context. The nature of traffic encounters inspired us to take a newapproach to the interaction. The interaction is accomplished using a device, which enables direct interaction between players physically located in different cars. A prototype game was constructed within the frames of the project, which this thesis was part of, to test the functionality of the game concept. The prototype has been tested in its real setting, i.e. inside a car. The study and the work on this thesis was initialised and supervised by Liselott Brunnberg and the work was carried out at the Mobility Studio at the Interactive Institute in Stockholm during late spring and summer 2003.
Yogasara, Thedy. "Anticipated user experience in the early stages of product development." Thesis, Queensland University of Technology, 2014. https://eprints.qut.edu.au/66240/2/Thedy_Yogasara_Thesis.pdf.
Повний текст джерелаLiu, Cindy Rae. "Interaction design and healthcare : a mobile experience for engaging with personal health records." Thesis, Massachusetts Institute of Technology, 2019. https://hdl.handle.net/1721.1/123575.
Повний текст джерелаCataloged from PDF version of thesis.
Includes bibliographical references (page 34).
One of the innate challenges of primary healthcare is the transfer of information from expert to patient, the root of a myriad of problems relating to medical noncompliance and suboptimal care. The constant challenge for patients to understand and act on the medical data they receive brings to light an issue entangling communication and human behavior. Especially as modern technology makes data increasingly accessible, it is more important than ever to ensure that this information is being presented effectively and serves the fundamental purpose of informing and educating patients for their well-being. In recent years, a digital health movement has made common a variety of electronic platforms, such as patient portals and apps, aiming to enhance the healthcare experience. However, most of these platforms focus on digitizing and increasing access to care rather than actually helping patients understand their health data and its implications. Additionally, studies on current systems emphasize a lack of user-friendliness and failure to adopt (nearly 80% of mobile applications are abandoned after two weeks). Furthermore, these platforms can distance patient from physician and lack reliable follow-up methods. This thesis proposes a unique mobile web experience that addresses current gaps and refocuses on the fundamental user needs of the patient from an interaction design perspective. I specifically narrow in on the common experience of receiving lab test results from a routine check-up. Based on user research and design principles, this concept aims to help patients better consume, comprehend, and activate on their health data, as a demonstration of the increasing value of design in the industry and in an increasingly digital world.
by Cindy Rae Liu.
S.B. in Art and Design
S.B.inArtandDesign Massachusetts Institute of Technology, Department of Architecture
Zhang, Yali. "The Role of Negative Emotions in Constructing Meaning in Interactive Contexts." Thesis, Queensland University of Technology, 2019. https://eprints.qut.edu.au/132451/1/Yali_Zhang_Thesis.pdf.
Повний текст джерелаLawry, Simon Gary. "Identifying familiarity to facilitate intuitive interaction for older adults." Thesis, Queensland University of Technology, 2012. https://eprints.qut.edu.au/53410/1/Simon__Lawry_Thesis.pdf.
Повний текст джерелаNobelius, Jörgen. "Fysisk, känslomässig och social interaktion : En analys av upplevelserna av robotsälen Paro hos kognitivt funktionsnedsatta och på äldreboende." Thesis, Södertörns högskola, Institutionen för kommunikation, medier och it, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-15096.
Повний текст джерелаDenna fältstudie undersökte hur äldre och kognitivt funktionsnedsatta personer använde och upplevde en social robot. Följande sidor utforskar frågorna: Vilka fysiska, sociala och affektiva kvaliteter finns i interaktionen? Målet var att genom observationer se hur kvaliteterna i interaktionen kunde aktivera olika typer av beteenden. Resultatet visar att rörelse, ljud och ögon tillsammans skapade kommunikativa och känslomässiga förändringar hos användarna som visade glädje och som gärna delade upplevelsen med andra. Roboten stimulerade till viss del användarna att skapa egna fantasifulla upplevelser men lyckades inte ofta involvera användare eller grupp under någon längre tid och ansågs även vara för stor och tung att hantera.
Linnea, Dahl. "Designing a crossover user experience between telephony and web." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-413517.
Повний текст джерелаMahut, Théo. "Elaboration d'une méthodologie Kansei à travers les interactions physiques et digitales." Thesis, Paris, ENSAM, 2017. http://www.theses.fr/2017ENAM0057/document.
Повний текст джерелаUsers’ experience with products recently became a major differentiation factor for products and services companies (such as Toyota Motor Europe), leading to deeper researches on both user experience and interaction. These researches preach for a deeper consideration of the subjective perception rather than artifacts’ objective properties.From this approach of ‘design research’ through the subjective perception, this study intends to understand and formalize the reciprocal influence between Interaction and user experience, highlighting which parameters are affecting subjective reactions. From these parameters, this research isolated the artifact’s physical and digital properties in order to highlight its effects on user’s affective and cognitive reactions.By doing so, this research resulted in both academic and industrial contributions. In terms of the former, it made possible to formalize the interdependency between User Experience and Interactions, to define a taxonomy of interactive products through the metaphorical approach of physical and digital interactions and to materialize a methodology with tools for both evaluating and designing interactions from the User Experience perspective
Aldulaymi, Mohammed. "Transparency between consumers and grocery stores : Evincer - A design prototype to empower consumer experience during grocery shopping." Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-45807.
Повний текст джерелаAlvarado, Oscar. "Towards algorithmic Experience : Redesigning Facebook’s News Feed." Thesis, Uppsala universitet, Institutionen för informatik och media, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-324605.
Повний текст джерелаSchylström, 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.
Повний текст джерелаRönnberg, Sofia. "Persuasive Chatbot Conversations : Towards a Personalized User Experience." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166354.
Повний текст джерелаWoolham, Amanda Ruth. "Students and the design education experience, an exploration on the nature of social interaction in a design school." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ43239.pdf.
Повний текст джерелаChamorro-Koc, Marianella. "Experience, context-of-use and the design of product usability." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16360/.
Повний текст джерелаDillon, Andrew, John Richardson, and Cliff McKnight. "Institutionalising human factors in the design process: the ADONIS experience." London: Taylor and Francis, 1991. http://hdl.handle.net/10150/105848.
Повний текст джерелаAhlström, Marcus. "Broadening the Reading Experience on Mobile Devices using Tilt-based Input : An Explorative Design Study." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-223625.
Повний текст джерелаDetta examensarbete utforskar om gyroskopiska interaktioner kan användas för att förbättra läsupplevelsen på mobiltelefoner. Tidigare forskning från det tidiga 2000-talet har varit skeptiska mot gyroskopisk navigation, på grund av dålig precision och stabilitet. För att utforska om dagens teknologi har öppnat nya möjligheter; skapades, designades och testades två experimentella läsmetoder på 20 respektive 18 deltagare. Den första metoden är en återkoppling till tidigare forskning medans den andra utforskar ett nytt sätt som liknar gyroskopisk sidindelning. Data från läs sessionerna samlades i både kvantitativ och kvalitativ form, varav den senare med semistrukturerade intervjuer. Resultaten indikerar god potential och en läsprestanda som liknar den standardiserade läsmetoden. Vikten av att tillgodose människors individuella läsningsbeteende blev också diskuterat.
Barsk, Tove. "Enhanced user experience for a digital travel service and associated intranet." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-139059.
Повний текст джерелаZapata, Rojas Julian. "Translators in the Loop: Observing and Analyzing the Translator Experience with Multimodal Interfaces for Interactive Translation Dictation Environment Design." Thesis, Université d'Ottawa / University of Ottawa, 2016. http://hdl.handle.net/10393/34978.
Повний текст джерелаBjörkqvist, Maja. "Asking for a friend : Youths experience with youth health centres in Sweden." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-174529.
Повний текст джерелаBongard, Kerstin. "Bringing the user experience to early product conception : From idea generation to idea evaluation." Phd thesis, Paris, ENSAM, 2013. http://pastel.archives-ouvertes.fr/pastel-00936893.
Повний текст джерелаMurphy, Lauren. "AN HEDONOMIC EVALUATION OF PLEASURABLE HUMAN-TECHNOLOGY EXPERIENCE: THE EFFECT OF EXPOSURE AND AESTHETICS ON THE EXPERIENCE OF F." Doctoral diss., University of Central Florida, 2005. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2525.
Повний текст джерелаPh.D.
Department of Psychology
Arts and Sciences
Psychology
Manjunath, Karan. "PREGNANCY EXPERIENCE DURING COVID-19 : KEY CHALLENGES AND DESIGN IMPLICATIONS." Thesis, Uppsala universitet, Institutionen för informatik och media, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-454021.
Повний текст джерелаGran, 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.
Повний текст джерелаWe 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.
Gudur, Raghavendra Reddy. "Approaches to designing for older adults' intuitive interaction with complex devices." Thesis, Queensland University of Technology, 2012. https://eprints.qut.edu.au/58070/1/Raghavendra_Gudur_Thesis.pdf.
Повний текст джерелаPolson, Debra M. "The SCOOT experience : games in place : collaborative interventions in socio-spatial practices." Thesis, Queensland University of Technology, 2013. https://eprints.qut.edu.au/61242/1/Debra_Polson_Thesis.pdf.
Повний текст джерела