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Delft University of Technology
1.
Alphenaar, Wikke (author).
The NICU Neighbourhood: Creating a low-stress parental experience.
Degree: 2019, Delft University of Technology
URL: http://resolver.tudelft.nl/uuid:405fc090-51f6-43c3-999f-db0ae3d379f8
► This master thesis is the result of a graduation project for the master Design for Interaction at Delft University of Technology. The aim of this…
(more)
▼ This master thesis is the result of a graduation project for the master Design for Interaction at Delft University of Technology. The aim of this project was to design a concept that improves the parental experience at the Intensive Care Neonatology (ICN) at the Amsterdam UMC. The experiences at the ICN can strongly influence the parental well-being and can even lead to Post Traumatic Stress Disorder (PTSD). Therefore, this project focused on creating a low-stress parental experience. Various researches were done to specify the values and needs that need to be addressed. This resulted in the NICU Neighbourhood. This concept contains three different elements: The Lamp, the NICU Mailbox and the Writing Wall. The Lamp embodies the ritual of arriving and leaving, and makes parents feel decisive, competent and confident. It is a non-verbal connecting element between parents and informative tool for the medical staff. The NICU Mailbox creates a moment to settle in the Single Bed Unit (SBU) and makes the parents feel knowledgeable and reassured by providing them with information and enable them to make social contact in an accessible way. The Writing Wall ensures that the name of the baby is written on the glass door of the SBU for a higher sense of ownership. Together, these elements address all needs that need to be fulfilled in order to create a low-stress parental experience.
Design for Interaction
Advisors/Committee Members: Beekman, Quiel (mentor), Romero Herrera, Natalia (graduation committee), Elsbeek, Emile (graduation committee), Delft University of Technology (degree granting institution).
Subjects/Keywords: Experience design; Neonatology; Parental experience
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APA (6th Edition):
Alphenaar, W. (. (2019). The NICU Neighbourhood: Creating a low-stress parental experience. (Masters Thesis). Delft University of Technology. Retrieved from http://resolver.tudelft.nl/uuid:405fc090-51f6-43c3-999f-db0ae3d379f8
Chicago Manual of Style (16th Edition):
Alphenaar, Wikke (author). “The NICU Neighbourhood: Creating a low-stress parental experience.” 2019. Masters Thesis, Delft University of Technology. Accessed January 19, 2021.
http://resolver.tudelft.nl/uuid:405fc090-51f6-43c3-999f-db0ae3d379f8.
MLA Handbook (7th Edition):
Alphenaar, Wikke (author). “The NICU Neighbourhood: Creating a low-stress parental experience.” 2019. Web. 19 Jan 2021.
Vancouver:
Alphenaar W(. The NICU Neighbourhood: Creating a low-stress parental experience. [Internet] [Masters thesis]. Delft University of Technology; 2019. [cited 2021 Jan 19].
Available from: http://resolver.tudelft.nl/uuid:405fc090-51f6-43c3-999f-db0ae3d379f8.
Council of Science Editors:
Alphenaar W(. The NICU Neighbourhood: Creating a low-stress parental experience. [Masters Thesis]. Delft University of Technology; 2019. Available from: http://resolver.tudelft.nl/uuid:405fc090-51f6-43c3-999f-db0ae3d379f8

University of Otago
2.
Shanks, Helen Joan.
Design Academics' Experiences Of Design Practice And Teaching
.
Degree: 2013, University of Otago
URL: http://hdl.handle.net/10523/4189
► My thesis explores design academics’ qualitatively different experiences of design practice and teaching, and the relationship between the two. Past studies investigating the phenomenon of…
(more)
▼ My thesis explores
design academics’ qualitatively different experiences of
design practice and teaching, and the relationship between the two. Past studies investigating the phenomenon of teaching have reported a hierarchy of conceptions of teaching ranging from categories where teachers focus on themselves and on conveying their knowledge, through to categories where teachers are student-centred and learning focussed. More recent research has suggested that the nature of the discipline may influence the teachers’ conceptions of teaching and several studies have found that, contrary to teachers from other disciplines,
design teachers tended to be more student-focussed. I used a phenomenographic perspective and interviewed 10
design academics in a research-intensive university to capture their experiences of
design practice and teaching. I found four categories of
experience of
design practice:
design as a problem solving, outcome generating activity;
design as an affective agent;
design as a strategic act resulting in benefit to humanity; and
design as an affective, socially embedded reciprocal domain. The current study is the only one known so far, to describe dimensions of
design practice and how they are variously experienced across the categories. The four dimensions were: communication; research; creativity and ideation; and transformation. I also found four categories of
design teaching: teaching as providing a pattern of practice; teaching as providing an environment enabling autonomous practice; teaching as causing a change in understanding; and teaching as enabling relational meaning making. Unlike other studies, the
design academics in my study did not express more teacher-centred, knowledge conveying conceptions of teaching. The dimensions of the experiences of
design teaching were: outcomes of the teaching learning process; the nature of taught knowledge; teachers’ perceptions of student teacher relationships and their roles; and assessment practices in the
experience of
design teaching. This last dimension appeared to a have a significant impact on the pedagogy of
design teaching. My study also confirms that domain beliefs influence academics conceptions of teaching, their teaching practices and the ways in which they variously utilise the signature pedagogies of
design. It is hoped that my study will be of benefit to both
design practitioners and
design teachers, and by providing a basis for dialogue, result in enabling designers and
design teachers to understand/perceive the phenomena in new ways, perhaps resulting in richer and more sophisticated experiences. It is also hoped that my study will raise awareness in designer teachers, of the affective relationship between
design and teaching beliefs, and of the ways in which
design beliefs may impact on teaching practices.
Advisors/Committee Members: Spronken-Smith, Rachel (advisor).
Subjects/Keywords: Design;
Teaching;
Experience
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Shanks, H. J. (2013). Design Academics' Experiences Of Design Practice And Teaching
. (Masters Thesis). University of Otago. Retrieved from http://hdl.handle.net/10523/4189
Chicago Manual of Style (16th Edition):
Shanks, Helen Joan. “Design Academics' Experiences Of Design Practice And Teaching
.” 2013. Masters Thesis, University of Otago. Accessed January 19, 2021.
http://hdl.handle.net/10523/4189.
MLA Handbook (7th Edition):
Shanks, Helen Joan. “Design Academics' Experiences Of Design Practice And Teaching
.” 2013. Web. 19 Jan 2021.
Vancouver:
Shanks HJ. Design Academics' Experiences Of Design Practice And Teaching
. [Internet] [Masters thesis]. University of Otago; 2013. [cited 2021 Jan 19].
Available from: http://hdl.handle.net/10523/4189.
Council of Science Editors:
Shanks HJ. Design Academics' Experiences Of Design Practice And Teaching
. [Masters Thesis]. University of Otago; 2013. Available from: http://hdl.handle.net/10523/4189

University of Washington
3.
Dobrzynski, Cal.
Design for Creative Aging: Can collaborative art-making enhance non-verbal communication between individuals living with dementia and their care partners in nursing homes?.
Degree: 2020, University of Washington
URL: http://hdl.handle.net/1773/45805
► As we continue to live longer, the number of people diagnosed with Alzheimer’s Disease is on an upward trend. Today, 5.8 million Americans are living…
(more)
▼ As we continue to live longer, the number of people diagnosed with Alzheimer’s Disease is on an upward trend. Today, 5.8 million Americans are living with Alzheimer’s. According to the National Alzheimer’s Association, nearly 14 million individuals will be diagnosed with the disease by 2050. With the rising cost of both in-home and out-of-home professional care and the increasing desire to age-in-place, caregiving by family members is becoming more commonplace in North American households. At first, this thesis set out to explore if art-making could cultivate forms of non-verbal communication within domestic settings between individuals living with progressive Alzheimer’s and their family caregivers (spouse, daughter etc.). However, due to the spread of COVID-19, this thesis asks a new question: Can art-making enhance non-verbal communication between individuals living with dementia and their care partners in nursing homes? How can caregivers and individuals living with dementia feel empowered to make together?
Design for Creative Aging explores a series of in-person and virtual art making workshops in a Seattle-based memory unit.
Advisors/Committee Members: Matthews, Kristine (advisor).
Subjects/Keywords: Experience design; Installation design; Design; Design
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Dobrzynski, C. (2020). Design for Creative Aging: Can collaborative art-making enhance non-verbal communication between individuals living with dementia and their care partners in nursing homes?. (Thesis). University of Washington. Retrieved from http://hdl.handle.net/1773/45805
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Dobrzynski, Cal. “Design for Creative Aging: Can collaborative art-making enhance non-verbal communication between individuals living with dementia and their care partners in nursing homes?.” 2020. Thesis, University of Washington. Accessed January 19, 2021.
http://hdl.handle.net/1773/45805.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Dobrzynski, Cal. “Design for Creative Aging: Can collaborative art-making enhance non-verbal communication between individuals living with dementia and their care partners in nursing homes?.” 2020. Web. 19 Jan 2021.
Vancouver:
Dobrzynski C. Design for Creative Aging: Can collaborative art-making enhance non-verbal communication between individuals living with dementia and their care partners in nursing homes?. [Internet] [Thesis]. University of Washington; 2020. [cited 2021 Jan 19].
Available from: http://hdl.handle.net/1773/45805.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Dobrzynski C. Design for Creative Aging: Can collaborative art-making enhance non-verbal communication between individuals living with dementia and their care partners in nursing homes?. [Thesis]. University of Washington; 2020. Available from: http://hdl.handle.net/1773/45805
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Delft University of Technology
4.
Ghazal, S. (author).
Plastic bakery: A new taste for plastic waste.
Degree: 2016, Delft University of Technology
URL: http://resolver.tudelft.nl/uuid:13e4d5f8-3220-432f-87b3-be10f773814e
► This master thesis describes the process of finding a new purpose for plastic waste materials. Due to the great set of possibilities (strength, stiffness, density,…
(more)
▼ This master thesis describes the process of finding a new purpose for plastic waste materials. Due to the great set of possibilities (strength, stiffness, density, heat resistance, electrical conductivity), the material is often used (Lower, 2009). Many plastics are designed to be used only once, being thrown away after the use. However, thrown away is not away. Plastic is the type of waste that will last forever. Currently only five to ten percent is recycled of all the produced plastics (source: http://www.5gyres.org/the-plastic-problem/). As mentioned by Eriksen et al. (2014) there are around five trillion pieces of plastic floating in world’s oceans, out of which eighty percent, originates from the land (Jambeck et al., 2015). The plastic breaks down into smaller pieces by the sunlight (Moore, C., 2014) and releases toxins. All sorts of organisms living in or off the sea mistakenly take in plastic debris and microplastic for food. This results in the often toxic waste to enter our food chain (Plastic Soup Foundation, 2016). The goal of this project is to find an application for plastic waste materials that changes the perception of waste into valuable and looks at motivations for people to do something with waste. The thesis shows the
design of a material application and a service around recycling Polyethylene bottle caps. The project assignment is self-formulated, in collaboration with Elvin Karana. The Material Driven
Design method (Karana et al., 2015) was applied for the
design of the material application in which the unique material qualities come forward. The material focus of Polyethylene was determined through talks with experts about the safety of melting the material. Insights in the material qualities of Polyethylene were generated by several tinkering experiments and user studies. These experiments showed the unique qualities of the arise of wonderful patterns that surprise people, when different colors of caps are mixed, and showed the semi-transparency of the material. The combination of both qualities give the material a magical appearance when light shines through and shows the stratification of the material. Material Benchmarking proved that the combination of the discovered material qualities was not applied by others. The associated meanings of the material, natural, unique, personal and beautiful, were evoked during the user studies. Different ways of motivating people to do something with waste were explored, by mapping existing solutions and their motivational strategies. The fun aspect of collecting, the size and availability in many different colors, encouraged to focus on Polyethylene bottle caps. The vision aimed at surprising people with the material, combined with light. Experiments with the material were done to investigate how the element of suprise can be enhanced. The
Design phase is divided into the
design of the service and the material application. The service implies the collecting and processing aspects of the material. For the service, several ways of collecting bottle caps…
Advisors/Committee Members: Sonneveld, M.H. (mentor), Karana, E. (mentor).
Subjects/Keywords: material experience; material driven design; experience design; design with waste
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Ghazal, S. (. (2016). Plastic bakery: A new taste for plastic waste. (Masters Thesis). Delft University of Technology. Retrieved from http://resolver.tudelft.nl/uuid:13e4d5f8-3220-432f-87b3-be10f773814e
Chicago Manual of Style (16th Edition):
Ghazal, S (author). “Plastic bakery: A new taste for plastic waste.” 2016. Masters Thesis, Delft University of Technology. Accessed January 19, 2021.
http://resolver.tudelft.nl/uuid:13e4d5f8-3220-432f-87b3-be10f773814e.
MLA Handbook (7th Edition):
Ghazal, S (author). “Plastic bakery: A new taste for plastic waste.” 2016. Web. 19 Jan 2021.
Vancouver:
Ghazal S(. Plastic bakery: A new taste for plastic waste. [Internet] [Masters thesis]. Delft University of Technology; 2016. [cited 2021 Jan 19].
Available from: http://resolver.tudelft.nl/uuid:13e4d5f8-3220-432f-87b3-be10f773814e.
Council of Science Editors:
Ghazal S(. Plastic bakery: A new taste for plastic waste. [Masters Thesis]. Delft University of Technology; 2016. Available from: http://resolver.tudelft.nl/uuid:13e4d5f8-3220-432f-87b3-be10f773814e

Delft University of Technology
5.
Wang, Qiong (author).
Design a roadmap and a digital product for the future boarding process.
Degree: 2019, Delft University of Technology
URL: http://resolver.tudelft.nl/uuid:89404b46-5a11-4961-a6ec-6c7afa685d65
► This project is about digitalising the boarding process in the future context for KLM. This project has four phases: Research by explore the context and…
(more)
▼ This project is about digitalising the boarding process in the future context for KLM. This project has four phases: Research by explore the context and understand the stakeholders, Define the future vision and roadmap, Design a digital interface for the first horizon in the roadmap and lastly evaluation of the digital prototype. In the research phase, multiple research methods were conducted. The research phase has two parts, understanding the process and understanding the user. To get a thorough understanding of the process, internal documents reading, observation and expert interviews were conducted. After these research activities, the first list of problems was made, based on my personal perceiving. Afterwards, to understand how the stakeholders think about current process and tools, and also what is their desired future, more research was done with the three stakeholders: gate agents, managers and passengers. According to the results, the list of problems was revised adding the problems agents perceived. Besides the list of problems, a main problem was redefined for later design phase. In the second phase, a vision in five years were come up with, with three horizons step by step. The vision was designed considering all the different visions from different stakeholders and aiming at solving the main problem from research phase. Based on the vision and trends analysis, a cocreation session was conducted with four students, to generate ideas in this scope. Later, the ideas were mapped and divided into three horizons according to the importance and feasibility. The third phase started from looking deep into the first horizon in the roadmap. A design brief and a list of requirements were designed, under the context of the first horizon. Ideas were generated and finally two concepts were designed. After validating the two concepts with experts (two gate agents and a shiftleader), one concept was chosen for iteration. And iteration was made based on experts’ feedback. Later on, a high-fidelity interactive prototype was made to describe the functions and to prepare the final user test. The last phase is user test and evaluation. Five gate agents as well as two service agents were recruited randomly to the test. Due to technical limitation, participants were asked to pretend to work using the prototype and give feedback about the design. Based on the interviews and questionnaires, the data analysis was conducted. The result shows that agents rate a high score for the user experience of the new prototype. The prototype is regarded as supportive, proactive and in control in general. Based on the feedback from the user test, improvements were made to finalize the design. Moreover, the conclusions were drawn for the whole project and recommendations were provided for the company.
Design for Interaction
Advisors/Committee Members: Beets, Margreet (mentor), Kuipers, Henk (graduation committee), Delft University of Technology (degree granting institution).
Subjects/Keywords: Design for future; boarding experience
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Wang, Q. (. (2019). Design a roadmap and a digital product for the future boarding process. (Masters Thesis). Delft University of Technology. Retrieved from http://resolver.tudelft.nl/uuid:89404b46-5a11-4961-a6ec-6c7afa685d65
Chicago Manual of Style (16th Edition):
Wang, Qiong (author). “Design a roadmap and a digital product for the future boarding process.” 2019. Masters Thesis, Delft University of Technology. Accessed January 19, 2021.
http://resolver.tudelft.nl/uuid:89404b46-5a11-4961-a6ec-6c7afa685d65.
MLA Handbook (7th Edition):
Wang, Qiong (author). “Design a roadmap and a digital product for the future boarding process.” 2019. Web. 19 Jan 2021.
Vancouver:
Wang Q(. Design a roadmap and a digital product for the future boarding process. [Internet] [Masters thesis]. Delft University of Technology; 2019. [cited 2021 Jan 19].
Available from: http://resolver.tudelft.nl/uuid:89404b46-5a11-4961-a6ec-6c7afa685d65.
Council of Science Editors:
Wang Q(. Design a roadmap and a digital product for the future boarding process. [Masters Thesis]. Delft University of Technology; 2019. Available from: http://resolver.tudelft.nl/uuid:89404b46-5a11-4961-a6ec-6c7afa685d65

University of Sydney
6.
Núñez-Pacheco, Claudia Virginia.
Designing for Aesthetic Experiences from the Body and Felt-Sense
.
Degree: 2018, University of Sydney
URL: http://hdl.handle.net/2123/17839
► Third Wave Human Computer Interaction (HCI) has opened the door for research agendas placing the lived body in the centre of discussion. However, aspects such…
(more)
▼ Third Wave Human Computer Interaction (HCI) has opened the door for research agendas placing the lived body in the centre of discussion. However, aspects such as the articulation of aesthetic experiences, as well as the transference of somatic values into the design practice require more systematic methods to analyse, articulate and frame those values into practical design solutions. Recognising this gap, this thesis investigates the use of bodily self-awareness and subjective experience as a material for accessing discoveries, by integrating theoretical and practical principles from Eugene Gendlin’s psychosomatic technique Focusing into the fields of design and HCI. Particularly important is Gendlin’s notion of felt sense, which can be defined as a state; a complex bodily sense of implicit knowing, consisting of an implicit source of sensations, feelings, memories, thoughts and other manifestations difficult to label through straightforward definitions. These manifestations are carefully articulated and documented by those who experience the felt-sense, becoming the material capture of aesthetic experiences used for research and practice. The research questions are developed around how aesthetic qualities emerging from the interaction with the felt-sense, objects and technology assist in the meaning-generation process, and how these outcomes can be utilised in design practice. In terms of methodology, this thesis is inspired by phenomenological research, and follows the conventions of design-oriented research towards the generation of knowledge for design. Four studies were run, dealing with the exploration of novel design methods, and the use of sensory stimuli on the body during the practice of Focusing. As a result, this thesis contributes with a set of Focusing-oriented design methods dealing with different stages of the design process, ranging from inspiration, data collection, ideation, evaluation and prototyping.
Subjects/Keywords: HCI;
design methods;
Focusing;
experience
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Núñez-Pacheco, C. V. (2018). Designing for Aesthetic Experiences from the Body and Felt-Sense
. (Thesis). University of Sydney. Retrieved from http://hdl.handle.net/2123/17839
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Núñez-Pacheco, Claudia Virginia. “Designing for Aesthetic Experiences from the Body and Felt-Sense
.” 2018. Thesis, University of Sydney. Accessed January 19, 2021.
http://hdl.handle.net/2123/17839.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Núñez-Pacheco, Claudia Virginia. “Designing for Aesthetic Experiences from the Body and Felt-Sense
.” 2018. Web. 19 Jan 2021.
Vancouver:
Núñez-Pacheco CV. Designing for Aesthetic Experiences from the Body and Felt-Sense
. [Internet] [Thesis]. University of Sydney; 2018. [cited 2021 Jan 19].
Available from: http://hdl.handle.net/2123/17839.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Núñez-Pacheco CV. Designing for Aesthetic Experiences from the Body and Felt-Sense
. [Thesis]. University of Sydney; 2018. Available from: http://hdl.handle.net/2123/17839
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Delft University of Technology
7.
Hoogenboezem, Emma (author).
Engaging millennials around the collection of the Nederlands Fotomuseum: The design of a social and interactive experience.
Degree: 2019, Delft University of Technology
URL: http://resolver.tudelft.nl/uuid:d4e23d37-0e1e-4e5a-a1d4-ee37ee61b00e
► This thesis describes a research and design in how to engage millennials around the collection of the Fotomuseum. For the Fotomuseum to shift from a…
(more)
▼ This thesis describes a research and
design in how to engage millennials around the collection of the Fotomuseum. For the Fotomuseum to shift from a traditional institution to an open and social environment, the public should be involved. Involving the public is necessary to create a high-quality visitor
experience. Extensive literature and empirical studies were conducted in different domains; the Fotomuseum, millennials, participatory and engaging museum principles. The holistic approach resulted in a starting point for developing a framework for an overarching social museum activity. Within this framework, the four core-elements socialization, meaning-making, escapism and interaction are integrated on the visitor museum
experience. The resulting
design framework for an overarching social museum activity consists of a model for designing open-ended activities encouraging social interactions and prolong the
experience outside the museum’s walls. A narrative architecture presents six different narrative spaces to activate participation and engage millennials around the collection on-site. In addition to these two models, thirteen
design principles were formulated. The formulated
design goal accompanied by an
experience vision functioned as a starting point for the
design process. In addition to individual designing, different co-creation and evaluative sessions were organized resulting in a concept proposal for an overarching social museum activity: Photo Studio. Photo Studio offers millennials an active and memorable
experience at the Fotomuseum, inviting them to explore and use the collection for developing one’s mini-exhibition. The platform allows visitors to explore co-produced exhibitions at home, which highlights the museum as an open, essential and social place. The activity supports and encourages individuals to collaborate in creative activities in a larger social
experience. One could see the concept as a vehicle for maintaining social relationships as well as a process for personal meaning-making. Throughout the journey the link between photographers and millennials is addressed, allowing visitors to reflect the world as they see it and engage with each other around photos. Six different stages are described that moves the visitor towards developing one’s Photo Studio. With an application and three different interactive exhibits, visitors can select photos from the archive, edit them in the darkroom and construct their own visual story in the interactive exhibits space. Each interactive exhibit is designed with personal entry points and tools for creative expression to engage with each other socially. Finally, visitors can view their Photo Studio anytime, anywhere as the platform provides a replica in an interactive 360-view. The concept was tested with 16 participants in a simulated environment and seven different prototypes. Based on the insights, the overarching activity is presumably found to facilitate the desired engaging
experience for millennials. All of the 16 participants positively reviewed…
Advisors/Committee Members: Vermeeren, Arnold (graduation committee), Wijntjes, Maarten (mentor), Delft University of Technology (degree granting institution).
Subjects/Keywords: Museum Experience; Participatory design; Interactive Design
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Hoogenboezem, E. (. (2019). Engaging millennials around the collection of the Nederlands Fotomuseum: The design of a social and interactive experience. (Masters Thesis). Delft University of Technology. Retrieved from http://resolver.tudelft.nl/uuid:d4e23d37-0e1e-4e5a-a1d4-ee37ee61b00e
Chicago Manual of Style (16th Edition):
Hoogenboezem, Emma (author). “Engaging millennials around the collection of the Nederlands Fotomuseum: The design of a social and interactive experience.” 2019. Masters Thesis, Delft University of Technology. Accessed January 19, 2021.
http://resolver.tudelft.nl/uuid:d4e23d37-0e1e-4e5a-a1d4-ee37ee61b00e.
MLA Handbook (7th Edition):
Hoogenboezem, Emma (author). “Engaging millennials around the collection of the Nederlands Fotomuseum: The design of a social and interactive experience.” 2019. Web. 19 Jan 2021.
Vancouver:
Hoogenboezem E(. Engaging millennials around the collection of the Nederlands Fotomuseum: The design of a social and interactive experience. [Internet] [Masters thesis]. Delft University of Technology; 2019. [cited 2021 Jan 19].
Available from: http://resolver.tudelft.nl/uuid:d4e23d37-0e1e-4e5a-a1d4-ee37ee61b00e.
Council of Science Editors:
Hoogenboezem E(. Engaging millennials around the collection of the Nederlands Fotomuseum: The design of a social and interactive experience. [Masters Thesis]. Delft University of Technology; 2019. Available from: http://resolver.tudelft.nl/uuid:d4e23d37-0e1e-4e5a-a1d4-ee37ee61b00e

Tampere University
8.
SHARMA, SUMITA.
Designing for In the Wild Gesture-based Interaction: Lessons Learnt from Vuores
.
Degree: 2013, Tampere University
URL: https://trepo.tuni.fi/handle/10024/94522
► With the emergence of affordable gesture recognition technology, such as the Microsoft Kinect, interactive displays are making their way toin the wildsetting, or public spaces,…
(more)
▼ With the emergence of affordable gesture recognition technology, such as the Microsoft Kinect, interactive displays are making their way toin the wildsetting, or public spaces, largely as information systems. It then becomes essential to delve deeper into users perception of these systems and study the aspects that contribute to a rich and pleasant user experience. In addition to the general principles of interaction design, development and installation of such systems requires an understanding of social affordances or social dynamics between an actor and an audience as well as the role of an individual within a group. Interaction affordances or, hints and clues about ways to interact with the system, and technology affordances or, capabilities of current technology, also help build a smooth interaction and rich user experience. The system needs to be exciting and enticing for users to initiate interaction yet simple enough to allow fluent interaction without any prior experience. This thesis explores the opportunities and challenges introduced by interactive public displays systems in the wild by presenting a case study of a gesture-based system, Energyland, which was installed at the month long annual Finnish Housing Fair in the summer of 2012, in Vuores, Finland. By analyzing the data collected from the user experience questionnaire, system logs, informal user interviews and observations made by researchers, I discuss my findings and compare them to previous work in this area. Overall, users responded very positively to the system experience as evident from the questionnaire consisting of seven factors: individuality, authenticity, story, contract, interaction, sound and pleasantness of the system. Users also stated their interests towards using similar systems in the future. Based on the system logs and researcher observations, social, interaction and technology affordances are the building blocks of user experience for in the wild systems, and there should be mechanisms to help users overcome an initial reluctance to interact by presenting interesting and intriguing interactive content. A key finding was the user s attitude towards interaction, namely as a risk into the known, which dictates that installation spaces must provide for a quick and easy escape route. The end result of this thesis is a set of guidelines covering the design, implementation and installation process for similar systems involving interactive public displays.
Subjects/Keywords: Gesture Interaction Design;
User Experience;
Design Guidelines
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APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
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APA (6th Edition):
SHARMA, S. (2013). Designing for In the Wild Gesture-based Interaction: Lessons Learnt from Vuores
. (Masters Thesis). Tampere University. Retrieved from https://trepo.tuni.fi/handle/10024/94522
Chicago Manual of Style (16th Edition):
SHARMA, SUMITA. “Designing for In the Wild Gesture-based Interaction: Lessons Learnt from Vuores
.” 2013. Masters Thesis, Tampere University. Accessed January 19, 2021.
https://trepo.tuni.fi/handle/10024/94522.
MLA Handbook (7th Edition):
SHARMA, SUMITA. “Designing for In the Wild Gesture-based Interaction: Lessons Learnt from Vuores
.” 2013. Web. 19 Jan 2021.
Vancouver:
SHARMA S. Designing for In the Wild Gesture-based Interaction: Lessons Learnt from Vuores
. [Internet] [Masters thesis]. Tampere University; 2013. [cited 2021 Jan 19].
Available from: https://trepo.tuni.fi/handle/10024/94522.
Council of Science Editors:
SHARMA S. Designing for In the Wild Gesture-based Interaction: Lessons Learnt from Vuores
. [Masters Thesis]. Tampere University; 2013. Available from: https://trepo.tuni.fi/handle/10024/94522

Northeastern University
9.
Luo, Yuejia.
Transforming escape room into a board game.
Degree: MS, Department of Art + Design, 2019, Northeastern University
URL: http://hdl.handle.net/2047/D20335307
► Escape room started to become increasingly popular in recent years. According to July 2018 Escape Room Industry Growth Study, there were only 2 dozen escape…
(more)
▼ Escape room started to become increasingly popular in recent years. According to July 2018 Escape Room Industry Growth Study, there were only 2 dozen escape room facilities in 2014 in the United States, but there are more than 2300 escape room facilities in 2018 (Spira, 2018). This paper presents the development of a co-op board game Escape: The Secret Casino which simulates an escape room. The goal of this project is to transfer the experience of escape room to a board game. The aim of this design is to provide players the experience of an escape room without having to go to a real physical location. The paper introduces the game design concept, playtest results, and its future development.
Subjects/Keywords: board game; design; escape room; experience; design
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Luo, Y. (2019). Transforming escape room into a board game. (Masters Thesis). Northeastern University. Retrieved from http://hdl.handle.net/2047/D20335307
Chicago Manual of Style (16th Edition):
Luo, Yuejia. “Transforming escape room into a board game.” 2019. Masters Thesis, Northeastern University. Accessed January 19, 2021.
http://hdl.handle.net/2047/D20335307.
MLA Handbook (7th Edition):
Luo, Yuejia. “Transforming escape room into a board game.” 2019. Web. 19 Jan 2021.
Vancouver:
Luo Y. Transforming escape room into a board game. [Internet] [Masters thesis]. Northeastern University; 2019. [cited 2021 Jan 19].
Available from: http://hdl.handle.net/2047/D20335307.
Council of Science Editors:
Luo Y. Transforming escape room into a board game. [Masters Thesis]. Northeastern University; 2019. Available from: http://hdl.handle.net/2047/D20335307

Delft University of Technology
10.
Zepeda Aguilar, Gustavo (author).
There's no experience without humanity: A vision on a future of Experience Consulting.
Degree: 2020, Delft University of Technology
URL: http://resolver.tudelft.nl/uuid:7a33117a-9178-4809-aeac-8a00c161cfe2
► A vision that aims to inspire a change in mindset for Experience Consulting This project presents a foresight exercise performed to uncover the future of…
(more)
▼ A vision that aims to inspire a change in mindset for Experience Consulting This project presents a foresight exercise performed to uncover the future of Experience Consulting for the PwC Experience Center. The outcomes of the foresight exercise ask for a future that emphasizes our sense of humanity when designing experiences for humans. This future aims to reach collective wellbeing for people and the planet. The future was turned into the vision ‘’There is no experience without humanity’’ through a cross-country, co-creation effort. In order to inspire action, a value proposition was built on a systemic change of mindset from human-centered design to humanity-centered design. To integrate the change towards humanity-centered design, three things were designed: a service offering, a strategy playbook, and a design guide/toolkit were designed. This project gives a glimpse at how the future of Experience Consulting could look like and how it would be used in practice. My contribution to the Experience Consulting practice Through this project, I made three contributions: First, by developing a foresight exercise to understand the impacts of the future of human experience on individuals, society, and client industries. Second, by proposing a value proposition with a vision on the future of Experience Consulting to pivot towards a mindset shift from human-centered to humanity-centered design through systemic change. Third, by designing a strategy playbook/toolkit that brings humanity-centered design to practice activated through a systemic change strategy. These contributions have the aim to extend the position of the PwC Experience Consulting team, in the Netherlands and across the globe.
Strategic Product Design
Advisors/Committee Members: Calabretta, Giulia (mentor), Simonse, LWL (mentor), van Gelder, Joris (graduation committee), Delft University of Technology (degree granting institution).
Subjects/Keywords: Experience Design; Design Consulting; Creative Foresight
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Zepeda Aguilar, G. (. (2020). There's no experience without humanity: A vision on a future of Experience Consulting. (Masters Thesis). Delft University of Technology. Retrieved from http://resolver.tudelft.nl/uuid:7a33117a-9178-4809-aeac-8a00c161cfe2
Chicago Manual of Style (16th Edition):
Zepeda Aguilar, Gustavo (author). “There's no experience without humanity: A vision on a future of Experience Consulting.” 2020. Masters Thesis, Delft University of Technology. Accessed January 19, 2021.
http://resolver.tudelft.nl/uuid:7a33117a-9178-4809-aeac-8a00c161cfe2.
MLA Handbook (7th Edition):
Zepeda Aguilar, Gustavo (author). “There's no experience without humanity: A vision on a future of Experience Consulting.” 2020. Web. 19 Jan 2021.
Vancouver:
Zepeda Aguilar G(. There's no experience without humanity: A vision on a future of Experience Consulting. [Internet] [Masters thesis]. Delft University of Technology; 2020. [cited 2021 Jan 19].
Available from: http://resolver.tudelft.nl/uuid:7a33117a-9178-4809-aeac-8a00c161cfe2.
Council of Science Editors:
Zepeda Aguilar G(. There's no experience without humanity: A vision on a future of Experience Consulting. [Masters Thesis]. Delft University of Technology; 2020. Available from: http://resolver.tudelft.nl/uuid:7a33117a-9178-4809-aeac-8a00c161cfe2

Rochester Institute of Technology
11.
Li, Jiaying.
Applying the User-Centered Design Method to A Perinatal Depression Website Design.
Degree: MFA, School of Design (CIAS), 2015, Rochester Institute of Technology
URL: https://scholarworks.rit.edu/theses/8685
► The Internet has become the most useful channel for people to access information. Many websites have very useful or comprehensive content. However, some users…
(more)
▼ The Internet has become the most useful channel for people to access information. Many websites have very useful or comprehensive content. However, some users are not willing to read them, because they feel overwhelmed by reading text-based websites. User-
experience design plays a crucial part in building a bridge between users and the website. With a good
design, websites make the user
experience more enjoyable. This thesis is about applying the user-centered
design method (UCD) to websites about perinatal depression.
Advisors/Committee Members: Chris Jackson.
Subjects/Keywords: Gamification experience; Information design; Interaction design; Perinatal depression; User-centered design; User-experience design
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Li, J. (2015). Applying the User-Centered Design Method to A Perinatal Depression Website Design. (Thesis). Rochester Institute of Technology. Retrieved from https://scholarworks.rit.edu/theses/8685
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Li, Jiaying. “Applying the User-Centered Design Method to A Perinatal Depression Website Design.” 2015. Thesis, Rochester Institute of Technology. Accessed January 19, 2021.
https://scholarworks.rit.edu/theses/8685.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Li, Jiaying. “Applying the User-Centered Design Method to A Perinatal Depression Website Design.” 2015. Web. 19 Jan 2021.
Vancouver:
Li J. Applying the User-Centered Design Method to A Perinatal Depression Website Design. [Internet] [Thesis]. Rochester Institute of Technology; 2015. [cited 2021 Jan 19].
Available from: https://scholarworks.rit.edu/theses/8685.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Li J. Applying the User-Centered Design Method to A Perinatal Depression Website Design. [Thesis]. Rochester Institute of Technology; 2015. Available from: https://scholarworks.rit.edu/theses/8685
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
12.
Arrighi, Pierre-Antoine.
Modèles d’intégration des designers créatifs dans les processus de conception industriels : Integration models for creative designers inside the industrial design process.
Degree: Docteur es, Sciences de gestion, 2014, Paris, ENMP
URL: http://www.theses.fr/2014ENMP0016
► De décisifs et puissants enjeux d'innovation ainsi que de renouvellement del'identité des objets bouleversent le monde industriel. De telles aptitudes créativessont usuellement associées aux designers…
(more)
▼ De décisifs et puissants enjeux d'innovation ainsi que de renouvellement del'identité des objets bouleversent le monde industriel. De telles aptitudes créativessont usuellement associées aux designers industriels. Cependant, ces professionnelsne sont actuellement pas intégrés dans les processus numériques deconception.Afin de décrire ce paradoxe, nous formulons l'hypothèse que, l'omniprésencedans l'industrie de modèles de la conception de type séquentiel, qui juxtaposentcréativité et développement produit, entrave l'intégration des designers industrielsau sein des processus industriels. En effet, en compartimentant la conceptionen silos, ce type de modèles généralistes inhibe les méthodes spécifiquesdes concepteurs créatifs. Bien plus, les outils numériques adjoints au modèle séquentielétant calqués sur sa logique, ils reproduisent et les inconvénients d'unetelle structuration.En mobilisant quatre disciplines académiques qui traitent des outils numériques,à savoir les sciences informatiques, cognitives, de gestion et les théoriesde la conception, nous élaborons un nouveau modèle «dit stratifié». Ce dernierrévèle les modes de raisonnement empruntés par les concepteurs créatifs ainsique la nature des produits élaborés dans les environnements logiciels. A ce titre,l'entreprise Dassault Systèmes ainsi que la suite CATIA se sont révélés un substratde recherche idéal. Comme attendu, notre nouveau modèle propose desassertions inédites qui sont validées au cours de notre travail. Nous avons alorsdémontré que :1/ Certains ateliers de conception favorisent simultanément robustesse et générativité.Nous qualifions cette nouvelle propriété d'«originalité acquise».2/ Les avatars dans le logiciel ne résultent pas d'un raffinement progressif del'objet mais sont plutôt l'instanciation d'une base de règles paramétrée.3/ Les designers industriels requièrent des outils distincts de ceux employés parles artistes 3D ou les ingénieurs, de par la nature de leur conception. Plus exactement,ces professionnels génèrent des modèles conceptuels selon une logiquede singularité de masse.Ces résultats offrent ainsi la perspective engageante de l'émergence d'unenouvelle génération d'outils numériques de conception. Ces outils inédits serontaptes à intégrer les designers industriels et à proposer de l'innovation à la de
Many 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…
Advisors/Committee Members: Weil, Benoît (thesis director), Le Masson, Pascal (thesis director).
Subjects/Keywords: Design; Innovation; Experience; CAO; Design; Innovation; Experience; CAD; 650
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Arrighi, P. (2014). Modèles d’intégration des designers créatifs dans les processus de conception industriels : Integration models for creative designers inside the industrial design process. (Doctoral Dissertation). Paris, ENMP. Retrieved from http://www.theses.fr/2014ENMP0016
Chicago Manual of Style (16th Edition):
Arrighi, Pierre-Antoine. “Modèles d’intégration des designers créatifs dans les processus de conception industriels : Integration models for creative designers inside the industrial design process.” 2014. Doctoral Dissertation, Paris, ENMP. Accessed January 19, 2021.
http://www.theses.fr/2014ENMP0016.
MLA Handbook (7th Edition):
Arrighi, Pierre-Antoine. “Modèles d’intégration des designers créatifs dans les processus de conception industriels : Integration models for creative designers inside the industrial design process.” 2014. Web. 19 Jan 2021.
Vancouver:
Arrighi P. Modèles d’intégration des designers créatifs dans les processus de conception industriels : Integration models for creative designers inside the industrial design process. [Internet] [Doctoral dissertation]. Paris, ENMP; 2014. [cited 2021 Jan 19].
Available from: http://www.theses.fr/2014ENMP0016.
Council of Science Editors:
Arrighi P. Modèles d’intégration des designers créatifs dans les processus de conception industriels : Integration models for creative designers inside the industrial design process. [Doctoral Dissertation]. Paris, ENMP; 2014. Available from: http://www.theses.fr/2014ENMP0016

Queensland University of Technology
13.
Gomez, Rafael Ernesto.
The evolving emotional experience with portable interactive devices.
Degree: 2012, Queensland University of Technology
URL: https://eprints.qut.edu.au/60966/
► Emotions play a significant role in people’s lives, including interactions with portable devices. The research aimed to understand the evolving emotional experience between people and…
(more)
▼ Emotions play a significant role in people’s lives, including interactions with portable devices. The research aimed to understand the evolving emotional experience between people and portable interactive devices (PIDs). Activity Theory was the theoretical framework used to contextualise the research approach and findings. Two longitudinal experiments were conducted investigating emotional experiences with PIDs over six months. Experiment 1 focused on media / entertainment PIDs while Experiment 2 focused on medical / health PIDs. Mixed research methods consisting of diaries, interviews and codiscovery sessions were used to collect data. Results identified that more social interactions were experienced with media PIDs than medical PIDs. Different Task Categories, and their emotional responses, were also revealed including Features, Functional, Mediation and Auxiliary Categories. Functional and Mediation categories were characterised as overall positive while Features and Auxiliary Categories were characterised as overall negative. Further, the consequences of Negative Personal and Social interactions on the overall emotional experience were determined. For media PIDs, Negative Social experiences adversely impacted the evolving emotional experience. For medical PIDs, both Negative Social and Negative Personal experiences adversely impacted the evolving emotional experience. As a result of the findings the Designing for Evolving Emotional Experience framework was developed, outlining principles to promote positive, and avoid negative, emotional experiences with PIDs. Contributions to knowledge from the research include methodological contributions, advancing understanding of emotional experiences with PIDs, expanding the taxonomy of emotional interactions with PIDs and broadening emotion design theory and principles. The thesis concludes with an outline of implications to design research, design and related fields, future research potentials, as well as the positive contributions to designing for meaningful and enjoyable experiences in everyday life.
Subjects/Keywords: design and emotion; evolving emotional experience; portable interactive devices; experience design
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Gomez, R. E. (2012). The evolving emotional experience with portable interactive devices. (Thesis). Queensland University of Technology. Retrieved from https://eprints.qut.edu.au/60966/
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Gomez, Rafael Ernesto. “The evolving emotional experience with portable interactive devices.” 2012. Thesis, Queensland University of Technology. Accessed January 19, 2021.
https://eprints.qut.edu.au/60966/.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Gomez, Rafael Ernesto. “The evolving emotional experience with portable interactive devices.” 2012. Web. 19 Jan 2021.
Vancouver:
Gomez RE. The evolving emotional experience with portable interactive devices. [Internet] [Thesis]. Queensland University of Technology; 2012. [cited 2021 Jan 19].
Available from: https://eprints.qut.edu.au/60966/.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Gomez RE. The evolving emotional experience with portable interactive devices. [Thesis]. Queensland University of Technology; 2012. Available from: https://eprints.qut.edu.au/60966/
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Delft University of Technology
14.
Fu, Yu (author).
The Onboard Portal as a gateway to new customer experience.
Degree: 2019, Delft University of Technology
URL: http://resolver.tudelft.nl/uuid:71b59016-d26d-42f6-b823-9581b1ad3a46
► WIFI is everywhere, from cafes to bus stops, trains to airports, it’s a service that people consider as necessity. Ten years ago, air space was…
(more)
▼ WIFI is everywhere, from cafes to bus stops, trains to airports, it’s a service that people consider as necessity. Ten years ago, air space was the only WiFi-wasteland. Nowadays, it’s safe to say that WiFi on planes is very common now. AirFrance-KLM also implements the WIFI service on the plane. It creates a new customer touchpoint within the customer journey — the Onboard Portal. Passengers use this website to connect the WIFI with their own devices on the plane. The goal of the project is to explore the possibilities of improving customer
experience via this touchpoint by providing possible ancillaries (commission-based products /services, travel-related information, etc.). This project proposes a new conceptual OBP including a set of ancillaries based on passengers’ personalities (big five personality model, Goldberg, 1990). The concept enables the target group to arrange their trips better with immediate transportation guidance or long-term travel plan. As Figure 1 shows, the project started with analyzing the brand value/business strategy of KLM. The result showed KLM wants to provide a memorable
experience to its customers and enhance customer intimacy. Personalization and customization is the current focus, since they are good methods of enhancing customer intimacy. Then, an investigation of current OBP and its competitors were conducted. It shows the current OBP only provide limited ancillaries, and do not recognize the passenger. The usage rate of KLM’s OBP is low. By analyzing the previous market research results, the in-flight and post-flight
experience of travelers with business and personal purpose ware chosen as a starting point to explore how to provide personalized services and enhance user
experience. Multiple research methods including contextmapping, interview and online questionnaire survey were used to create their customer profiles and passenger journeys. Based on previous research results, eight intervention opportunities were identified as potential areas to create
design interventions. Due to the constraints of time and access to the business travelers, the target group was narrowed down to the tourists. The theory of the big five model and personality traits was introduced for personalized services. Then, literature review and statements analysis were conducted to explore passengers’ needs, concerns, and expectations with different personalities. The results were using to generate primary concepts in creative sessions. All these concepts were tested to gain more insights. Meanwhile, a brainstorm session and an online questionnaire survey were conducted to discover more ancillaries. After comparing all results, one concept was chosen to continue as the final
design direction, and the profiles of the target group based on the chosen personality trait(conscientiousness) were created. Accordingly, the final concept was developed after some iterations (concept evaluation with coaches and customers). In the last phase, the
design concept was evaluated with customers and experts from KLM to get…
Advisors/Committee Members: Pasman, Gert (mentor), Smit, Iskander (graduation committee), Babaloo, Vahid (graduation committee), Delft University of Technology (degree granting institution).
Subjects/Keywords: Interaction design; Passenger experience; User experience design; Onboard portal; Personality traits
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Fu, Y. (. (2019). The Onboard Portal as a gateway to new customer experience. (Masters Thesis). Delft University of Technology. Retrieved from http://resolver.tudelft.nl/uuid:71b59016-d26d-42f6-b823-9581b1ad3a46
Chicago Manual of Style (16th Edition):
Fu, Yu (author). “The Onboard Portal as a gateway to new customer experience.” 2019. Masters Thesis, Delft University of Technology. Accessed January 19, 2021.
http://resolver.tudelft.nl/uuid:71b59016-d26d-42f6-b823-9581b1ad3a46.
MLA Handbook (7th Edition):
Fu, Yu (author). “The Onboard Portal as a gateway to new customer experience.” 2019. Web. 19 Jan 2021.
Vancouver:
Fu Y(. The Onboard Portal as a gateway to new customer experience. [Internet] [Masters thesis]. Delft University of Technology; 2019. [cited 2021 Jan 19].
Available from: http://resolver.tudelft.nl/uuid:71b59016-d26d-42f6-b823-9581b1ad3a46.
Council of Science Editors:
Fu Y(. The Onboard Portal as a gateway to new customer experience. [Masters Thesis]. Delft University of Technology; 2019. Available from: http://resolver.tudelft.nl/uuid:71b59016-d26d-42f6-b823-9581b1ad3a46
15.
Draper, Christijan D.
Ships Passing in the Night? E-Learning Designers' Experiences with User Experience.
Degree: PhD, 2015, Brigham Young University
URL: https://scholarsarchive.byu.edu/cgi/viewcontent.cgi?article=6486&context=etd
► 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…
(more)
▼ 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 that has potentially had an impact on e-learning design recently is user experience (UX) design. Both fields of UX and e-learning are concerned with designing interactions with technology, but while there are some shared ideas and terms between the two, there has been no research into the perceptions and understanding of UX tools by practicing instructional designers. Nine professional e-learning designers were interviewed to understand their perspective and experience.The findings of this study resulted in four themes and several subthemes. In general the participants of the study were not familiar with the formal practices of UX design. Many were also not familiar with several of the seminal works of the UX design field. The emergent themes suggest there are similar concerns between UX design and e-learning design. There were varying perceptions of the role of an e-learning designer as well as a broad spectrum of perception of what qualifies as good e-learning design. Participants reported the e-learning design field has numerous practitioners who lack formal training in instructional design principles in addition to limited training in other design disciplines. Participants also discussed constraints that could impact their ability to embrace UX practices. Findings suggest e-learning design practitioners and students of the field would likely benefit from a greater awareness of, or even formal training in UX practices. Additional research into the shared practices of UX and e-learning design could also likely open new opportunities to advance the practice of e-learning design.
Subjects/Keywords: e-learning; user experience; design; instructional design; learner experience; Educational Psychology
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Draper, C. D. (2015). Ships Passing in the Night? E-Learning Designers' Experiences with User Experience. (Doctoral Dissertation). Brigham Young University. Retrieved from https://scholarsarchive.byu.edu/cgi/viewcontent.cgi?article=6486&context=etd
Chicago Manual of Style (16th Edition):
Draper, Christijan D. “Ships Passing in the Night? E-Learning Designers' Experiences with User Experience.” 2015. Doctoral Dissertation, Brigham Young University. Accessed January 19, 2021.
https://scholarsarchive.byu.edu/cgi/viewcontent.cgi?article=6486&context=etd.
MLA Handbook (7th Edition):
Draper, Christijan D. “Ships Passing in the Night? E-Learning Designers' Experiences with User Experience.” 2015. Web. 19 Jan 2021.
Vancouver:
Draper CD. Ships Passing in the Night? E-Learning Designers' Experiences with User Experience. [Internet] [Doctoral dissertation]. Brigham Young University; 2015. [cited 2021 Jan 19].
Available from: https://scholarsarchive.byu.edu/cgi/viewcontent.cgi?article=6486&context=etd.
Council of Science Editors:
Draper CD. Ships Passing in the Night? E-Learning Designers' Experiences with User Experience. [Doctoral Dissertation]. Brigham Young University; 2015. Available from: https://scholarsarchive.byu.edu/cgi/viewcontent.cgi?article=6486&context=etd

Tampere University
16.
Hildén, Elina.
Studies on Travel Experience of Intra-city Buses: Supporting Service Design with Travel Experience Toolkit
.
Degree: 2020, Tampere University
URL: https://trepo.tuni.fi/handle/10024/123460
► Today, we live in a world where mobility is a part of the everyday life. At the same time, there is a global need for…
(more)
▼ Today, we live in a world where mobility is a part of the everyday life. At the same time, there is a global need for cities to be smart and sustainable. People spend increasing amounts of time traveling, and thus the development of public transportation services is central for advancing these goals. Transportation services include associated digital services – such as navigation and scheduling services, and various infotainment services. In order to make public transportation services desirable for wide audience, all aspects of the services need to be designed with a focus on the passengers’ and their needs and experiences. While there is a considerable amount of research conducted in the public transportation field, there is a lack of qualitative studies that contribute to the understanding of the travel experience of intra-city bus transportation from the User Experience (UX) point of view.
This thesis contributes to the field of human-computer interaction (HCI), with a more specific focus on User Experience (UX) and Human-Centered Design (HCD). In addition, the practical aspects of this research contribute to the field of service design. This thesis also provides a theoretical contribution to the travel experience and transportation field, viewing the topic from human-centered design perspective. This research was conducted over the period of three years between 2016-2019, as a part of the research project Living Lab Bus (LLB). LLB collaboration project with industrial partners. The research on user experience perspective of bus passengers resulted in five publications which form the basis of this compound thesis.
This dissertation presents a series of qualitative studies conducted with Research for design approach to gain understanding of intra-city bus passengers’ travel experience. These studies involved a total of 68 bus passengers representing different age groups and backgrounds from two city regions in Finland: Tampere and Helsinki. The preliminary interview study involved 10 international students, a total of 24 international students participated in the idea generation workshops, and representatives of three different user groups: high school students, parents of young children, and pensioners took part to in-depth ideation workshops. A total of 20 people of different ages and backgrounds participated in the bus travel experience study. This study utilised the diary method to collect contextual data of bus passengers’ experience over a three-week period.
The goal of this research is two-fold: first, to gain insights of bus passengers’ needs and expectations for intra-city bus related services and to create holistic understanding of the intra-city bus travel experience. This forms the theoretical contribution of the thesis. The second aim of the thesis work was to transform these insights into practical and visual format. This part of the research resulted in a set of design tools, enabling the findings of this research to be utilized by different stakeholders when developing and designing…
Subjects/Keywords: bus travel
;
design thinking
;
design tools
;
experience
;
human-centered design
;
public transportation
;
service design
;
toolkit
;
travel experience
;
user experience
;
qualitative study
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APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Hildén, E. (2020). Studies on Travel Experience of Intra-city Buses: Supporting Service Design with Travel Experience Toolkit
. (Doctoral Dissertation). Tampere University. Retrieved from https://trepo.tuni.fi/handle/10024/123460
Chicago Manual of Style (16th Edition):
Hildén, Elina. “Studies on Travel Experience of Intra-city Buses: Supporting Service Design with Travel Experience Toolkit
.” 2020. Doctoral Dissertation, Tampere University. Accessed January 19, 2021.
https://trepo.tuni.fi/handle/10024/123460.
MLA Handbook (7th Edition):
Hildén, Elina. “Studies on Travel Experience of Intra-city Buses: Supporting Service Design with Travel Experience Toolkit
.” 2020. Web. 19 Jan 2021.
Vancouver:
Hildén E. Studies on Travel Experience of Intra-city Buses: Supporting Service Design with Travel Experience Toolkit
. [Internet] [Doctoral dissertation]. Tampere University; 2020. [cited 2021 Jan 19].
Available from: https://trepo.tuni.fi/handle/10024/123460.
Council of Science Editors:
Hildén E. Studies on Travel Experience of Intra-city Buses: Supporting Service Design with Travel Experience Toolkit
. [Doctoral Dissertation]. Tampere University; 2020. Available from: https://trepo.tuni.fi/handle/10024/123460

Victoria University of Wellington
17.
Langridge, Charlotte.
Wonderful Worth & Worthy Wonder: The revival of a forgotten concept to strike a balance in technological exhibition design.
Degree: 2017, Victoria University of Wellington
URL: http://hdl.handle.net/10063/7000
► As museums develop their roles as social and political forces, the role of the exhibition designer has evolved and become more complex. The new role…
(more)
▼ As museums develop their roles as social and political forces, the role of the exhibition designer has evolved and become more complex. The new role demands increased consideration as new technologies impact the demand for recreational learning experiences (Lake-Hammond & White, 2015). Nearly thirty years ago Pulitzer Prize-winning author Stephen Greenblatt introduced the terms ‘resonance and wonder’ to describe the viewer’s
experience and connection to the exhibits. Greenblatt asserted both ‘resonance and wonder’ as essential to an exhibition
experience but stressed the need for a balance between the two (1991). The significance of Greenblatt’s perspective has become more prominent with the current shift in museum exhibitions that engage technological forms of representation. This study asserts that Greenblatt’s argument continues to be relevant today, as museum professionals arbitrate the balances and imbalances posed between resonance, now interpreted as worth, and wonder. The terms were first defined through thematic analysis to identify consistent elements that produce the concepts and further applied to the narrative analysis on perspectives of technological integration in museums. Using the broader contemporary definitions of ‘wonder and worth’ this research then applied what was learned from the literature to a physical context by analysing use of wonder and worth in two current exhibitions; Te Papa’s 2015 “Gallipoli: Scale of Our War” and Cooper-Hewitt
Design Museum’s 2014 interactive pen
design. In doing so the main finding suggested that the balance of wonder and worth can be achieved through encouraging a human connection and empathy which can be extended with the use of new technologies that are appropriate for the intent of the exhibit. These findings were delivered in the form of a manifesto to facilitate the exhibition
design process, encourage consideration for the balance between wonder and worth and lessen the stigma around technological representation in museums.
Advisors/Committee Members: O’Sullivan, Nan.
Subjects/Keywords: Experience design; Design research; Exhibition design; Design theory; Cultural heritage
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APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Langridge, C. (2017). Wonderful Worth & Worthy Wonder: The revival of a forgotten concept to strike a balance in technological exhibition design. (Masters Thesis). Victoria University of Wellington. Retrieved from http://hdl.handle.net/10063/7000
Chicago Manual of Style (16th Edition):
Langridge, Charlotte. “Wonderful Worth & Worthy Wonder: The revival of a forgotten concept to strike a balance in technological exhibition design.” 2017. Masters Thesis, Victoria University of Wellington. Accessed January 19, 2021.
http://hdl.handle.net/10063/7000.
MLA Handbook (7th Edition):
Langridge, Charlotte. “Wonderful Worth & Worthy Wonder: The revival of a forgotten concept to strike a balance in technological exhibition design.” 2017. Web. 19 Jan 2021.
Vancouver:
Langridge C. Wonderful Worth & Worthy Wonder: The revival of a forgotten concept to strike a balance in technological exhibition design. [Internet] [Masters thesis]. Victoria University of Wellington; 2017. [cited 2021 Jan 19].
Available from: http://hdl.handle.net/10063/7000.
Council of Science Editors:
Langridge C. Wonderful Worth & Worthy Wonder: The revival of a forgotten concept to strike a balance in technological exhibition design. [Masters Thesis]. Victoria University of Wellington; 2017. Available from: http://hdl.handle.net/10063/7000

Delft University of Technology
18.
de Boer, Isar (author).
The photographer experience: Designing an experience that gives museum visitors the photographer feeling.
Degree: 2020, Delft University of Technology
URL: http://resolver.tudelft.nl/uuid:12bba963-e987-4f32-b0ae-a5d91cceacd7
► The Nederlands Fotomuseum is the Dutch national museum for photography and its archive has the biggest collection of photographic material in the country. Currently, the…
(more)
▼ The Nederlands Fotomuseum is the Dutch national museum for photography and its archive has the biggest collection of photographic material in the country. Currently, the visitors of the museum have a rather passive role and are merely subjected to the visual artworks in the museum. The museum desires to give the visitors more insight in the world behind photography, such as the photographic process, the invention and developments of the photo camera or the process of developing photographs in the dark room. This project explores the possibilities to let the visitors of the Nederlands Fotomuseum experience the world behind photography in an active, co-participatory way. First an analysis of the context is made: The museum’s vision, goals and ways of working. The way other museums handle interactive, educative installations. The desires of the visitors and motivation for coming. The way photographers work and what they desire. The principles of the photo camera. This is followed by an exploration of three promising scopes. Resulting from the analysis, the design goal is re-defined as: “Design an educational interactive experience for the visitor of the Nederlands Fotomuseum with a rechargers motive and no experience with photography. This experience needs to make this target group take a longer and better educated look at photographs to let them experience what it is like to be a photographer and what it takes to make a photograph”. The developing stage shows the creative process towards coming up with a design proposal fulfilling the design goal and meeting the requirements. This is done through a process of ideation, conceptualization and validation. Next, the design proposal is given, consisting of a presentation of the total design, an explanation of the envisioned co-participatory interaction, and a more detailed design of the mechanical part of the design proposal. Finally, the project is concluded by evaluating the design proposal on the requirements, discussing the feasibility, desirability and viability, and posing the recommendations for further research and development.
Integrated Product Design
Advisors/Committee Members: van den Brekel, Olav (mentor), Wijntjes, Maarten (graduation committee), Kuipers, Michelle (graduation committee), Delft University of Technology (degree granting institution).
Subjects/Keywords: Museum experience; Experience design; Interaction design; Co-participation; Installation design; Photography; Cameras
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APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
de Boer, I. (. (2020). The photographer experience: Designing an experience that gives museum visitors the photographer feeling. (Masters Thesis). Delft University of Technology. Retrieved from http://resolver.tudelft.nl/uuid:12bba963-e987-4f32-b0ae-a5d91cceacd7
Chicago Manual of Style (16th Edition):
de Boer, Isar (author). “The photographer experience: Designing an experience that gives museum visitors the photographer feeling.” 2020. Masters Thesis, Delft University of Technology. Accessed January 19, 2021.
http://resolver.tudelft.nl/uuid:12bba963-e987-4f32-b0ae-a5d91cceacd7.
MLA Handbook (7th Edition):
de Boer, Isar (author). “The photographer experience: Designing an experience that gives museum visitors the photographer feeling.” 2020. Web. 19 Jan 2021.
Vancouver:
de Boer I(. The photographer experience: Designing an experience that gives museum visitors the photographer feeling. [Internet] [Masters thesis]. Delft University of Technology; 2020. [cited 2021 Jan 19].
Available from: http://resolver.tudelft.nl/uuid:12bba963-e987-4f32-b0ae-a5d91cceacd7.
Council of Science Editors:
de Boer I(. The photographer experience: Designing an experience that gives museum visitors the photographer feeling. [Masters Thesis]. Delft University of Technology; 2020. Available from: http://resolver.tudelft.nl/uuid:12bba963-e987-4f32-b0ae-a5d91cceacd7

Delft University of Technology
19.
Schouten, J.E. (author).
Redesigning Client Acquisition through Experience.
Degree: 2020, Delft University of Technology
URL: http://resolver.tudelft.nl/uuid:5833d367-3481-4e31-9249-4efa3068ba08
► This report describes the process and outcomes of a graduation project for the MSc program Strategic Product Design. The client organization in this project is…
(more)
▼ This report describes the process and outcomes of a graduation project for the MSc program Strategic Product
Design. The client organization in this project is Innovation Booster (IB). IB, founded in 2012 and located in Amsterdam, is specialized in innovation services. IB is active in segments characterized by traditional and complex organisations. IB offers Entrepreneurial Innovation which consists of three types of expertise services: Innovation Strategies, Business Innovation and Behavioural Innovation. At the beginning of this project, IB was struggling with their client acquisition. Their sales calls were prepared ad-hoc and IB’s salespeople did not have the required knowledge about potential clients and their context. This resulted in insufficient acquisition, a too low success rate from sales calls and a too expensive and time consuming overall client acquisition process. Subsequently, growth, scalability and continuity could not be ensured. What IB needed was a tool for successful proactive acquisition that leads to high success rates. With high success rates IB could achieve a continuous flow of challenging projects required for growth, scalability and continuity. The tool should provide them the required knowledge, structure and focus for preparing sales calls. Therefore, the initial
design challenge was stated as follows: “Develop a tool for proactive client acquisition that provides the required knowledge, structure and focus for high success rates from sales calls.” An
experience workshop is designed that lets potential clients
experience IB’s way of working. The process of the
experience workshop is based on literature on reflection, the iterative cycle of
Design Thinking and the 1-10-100 method. The
experience workshop is preceded by six preparation steps and is succeeded by a follow-up step. Together, the
experience workshop, its preparation and follow-up steps form a proactive approach to client acquisition. The process of this proactive client acquisition approach is based on needs of the salespeople of IB and literature on client acquisition, sales and marketing models. The proactive client acquisition approach maps out each step of client acquisition, accompanied by the goal and desired output of each step, and how to realize this output. The approach provides structure and focus in IB’s acquisition process, accompanied by pragmatic tools that support IB in realizing their acquisition goals. With the new approach, IB’s salespeople have the required knowledge about the potential client’s organisation and industry before approaching the potential clients. The
experience workshop is tested and validated with three potential clients from three different organizations through non-participant observation and semi-structured interviewing. Furthermore, the proactive client acquisition approach, including the
experience workshop, is validated through a co-reflection session with four people from both the Project Management and New Business Development departments of IB. The…
Advisors/Committee Members: Hultink, H.J. (mentor), Baha, S.E. (mentor), Meijer Zu Schlochtern, A.N.H. (mentor), Delft University of Technology (degree granting institution).
Subjects/Keywords: acquisition; client acquisition; experience design; process design; strategic design; customer experience; reflection
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Schouten, J. E. (. (2020). Redesigning Client Acquisition through Experience. (Masters Thesis). Delft University of Technology. Retrieved from http://resolver.tudelft.nl/uuid:5833d367-3481-4e31-9249-4efa3068ba08
Chicago Manual of Style (16th Edition):
Schouten, J E (author). “Redesigning Client Acquisition through Experience.” 2020. Masters Thesis, Delft University of Technology. Accessed January 19, 2021.
http://resolver.tudelft.nl/uuid:5833d367-3481-4e31-9249-4efa3068ba08.
MLA Handbook (7th Edition):
Schouten, J E (author). “Redesigning Client Acquisition through Experience.” 2020. Web. 19 Jan 2021.
Vancouver:
Schouten JE(. Redesigning Client Acquisition through Experience. [Internet] [Masters thesis]. Delft University of Technology; 2020. [cited 2021 Jan 19].
Available from: http://resolver.tudelft.nl/uuid:5833d367-3481-4e31-9249-4efa3068ba08.
Council of Science Editors:
Schouten JE(. Redesigning Client Acquisition through Experience. [Masters Thesis]. Delft University of Technology; 2020. Available from: http://resolver.tudelft.nl/uuid:5833d367-3481-4e31-9249-4efa3068ba08

University of Cincinnati
20.
Aguilera Alderete, Paulina.
Food Stories: A Design Method for Understanding Meaning
Through Identity, Emotion, and Experience.
Degree: MDES, Design, Architecture, Art and Planning:
Design, 2018, University of Cincinnati
URL: http://rave.ohiolink.edu/etdc/view?acc_num=ucin153563433451446
► Food Stories is a proposed design research methodology to help designers from all creative fields to collect insights about peoples' cultures, by identifying how people…
(more)
▼ Food Stories is a proposed
design research methodology
to help designers from all creative fields to collect insights
about peoples' cultures, by identifying how people see themselves,
what experiences are meaningful for them and what emotions inspire
them to give meaning to things. For many years social fields have
considered food as a signifying element that communicates meaning.
Moreover little has been done in the
design field to explore food
as a source of information. Food Stories is an emerging tool that
reviews the background from food studies as a frame of reference
for informing the
design field. The purpose of this research is to
incorporate peoples' cultures and values into the
design process to
create meaningful objects that people genuinely care
about.
Advisors/Committee Members: Krukowski, Samantha (Committee Chair).
Subjects/Keywords: Design; Food Design; Food Stories; Design Methods; Design Research; Experience Design; Design Thinking
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Aguilera Alderete, P. (2018). Food Stories: A Design Method for Understanding Meaning
Through Identity, Emotion, and Experience. (Masters Thesis). University of Cincinnati. Retrieved from http://rave.ohiolink.edu/etdc/view?acc_num=ucin153563433451446
Chicago Manual of Style (16th Edition):
Aguilera Alderete, Paulina. “Food Stories: A Design Method for Understanding Meaning
Through Identity, Emotion, and Experience.” 2018. Masters Thesis, University of Cincinnati. Accessed January 19, 2021.
http://rave.ohiolink.edu/etdc/view?acc_num=ucin153563433451446.
MLA Handbook (7th Edition):
Aguilera Alderete, Paulina. “Food Stories: A Design Method for Understanding Meaning
Through Identity, Emotion, and Experience.” 2018. Web. 19 Jan 2021.
Vancouver:
Aguilera Alderete P. Food Stories: A Design Method for Understanding Meaning
Through Identity, Emotion, and Experience. [Internet] [Masters thesis]. University of Cincinnati; 2018. [cited 2021 Jan 19].
Available from: http://rave.ohiolink.edu/etdc/view?acc_num=ucin153563433451446.
Council of Science Editors:
Aguilera Alderete P. Food Stories: A Design Method for Understanding Meaning
Through Identity, Emotion, and Experience. [Masters Thesis]. University of Cincinnati; 2018. Available from: http://rave.ohiolink.edu/etdc/view?acc_num=ucin153563433451446
21.
Wang, Nan.
Mody : a smart commuting experience.
Degree: Umeå Institute of Design, 2020, Umeå University
URL: http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-172962
► Due to the current urbanization trend, people are spending more time than ever on their daily commute. However, commuting in megacities often results in…
(more)
▼ Due to the current urbanization trend, people are spending more time than ever on their daily commute. However, commuting in megacities often results in irritating scenarios. Especially when using public transportation. This project tried to provide an alternative way of commuting that would allow people to refresh themselves during the journey and prepare for their activities in the best way possible. Rather than looking at the commute as a transition from A to B, this project tried to envision different scenarios of daily life and implement smart solutions that would enhance the experience through seamlessly integrated technologies—based on the technological expertise from the sponsor Huawei. In this concept, smart sensors combined with data collection would provide a tailored experience for the customer at different depth levels. The process includes brand research and topic selection to set up the design goal. Basing on the valuable material got from the first step, the design moved to the next step and tried to find the solution for the thesis topic. This is processed by gathering information from the website, brainstorming the ideation. Then the author built up the prototype by sketching, rendering, and 3D modeling. The user experience got developed basing on the robust design. The author started with user research and analyzed and set up personas. The result is an interior design concept with a particular focus on its interaction and user experience. The seating position supports the user experience by changing in harmony with individual preferences and time of the day. Three unique travel modes provide different levels of control over the overall experience based upon the user's request and their trust in the smart system.
Subjects/Keywords: shared mobility; design ethics; vehicle interior design; user experience design; Design; Design
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APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Wang, N. (2020). Mody : a smart commuting experience. (Thesis). Umeå University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-172962
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Wang, Nan. “Mody : a smart commuting experience.” 2020. Thesis, Umeå University. Accessed January 19, 2021.
http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-172962.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Wang, Nan. “Mody : a smart commuting experience.” 2020. Web. 19 Jan 2021.
Vancouver:
Wang N. Mody : a smart commuting experience. [Internet] [Thesis]. Umeå University; 2020. [cited 2021 Jan 19].
Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-172962.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Wang N. Mody : a smart commuting experience. [Thesis]. Umeå University; 2020. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-172962
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Rochester Institute of Technology
22.
Agarwal, Khushboo Rajesh.
Curo — Patient home recovery guide for stressfree and better recovery after hospitalization.
Degree: MFA, School of Design (CAD), 2019, Rochester Institute of Technology
URL: https://scholarworks.rit.edu/theses/10148
► The transition from in-hospital illness management to self-management exposes patients to many risks such as inadequate training before leaving the hospital and medication errors…
(more)
▼ The transition from in-hospital illness management to self-management exposes patients to many risks such as inadequate training before leaving the hospital and medication errors which can lead to patient re-hospitalization. Effective care after discharge can improve patients’ health, reduce chances of re-hospitalization and decrease healthcare costs.
A patient leaves the hospital with a complex and verbose discharge summary. Once home they rely on this discharge summary to guide their recovery. Most of the printed summaries use medical jargon that informs the clinicians more than the patients. To help patients understand better, nurses go through the discharge papers with the patient and caregivers orally. Still, patients find it difficult to process and remember all this information. It becomes overwhelming. This makes them unprepared to manage their care at home. Often times the delicate mental and physical condition of the patient also contributes to the loss of information. All these factors open the opportunity for
design intervention for the cause of better post-discharge patient care.
This thesis provides an auxiliary
design solution that provides patients with timely, easy to follow information without overwhelming them. Patients would focus on monitoring their health alone rather than struggling to understand complex hospital instructions. The interactive system serves as a guide that helps patients on their road to recovery. Finally, this thesis endeavors to make the process of patient recovery an easy and stress-free journey.
Advisors/Committee Members: Adam Smith.
Subjects/Keywords: Discharge summary; Healthcare design; Interaction design; Patient care; User experience design
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APA ·
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MLA ·
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CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Agarwal, K. R. (2019). Curo — Patient home recovery guide for stressfree and better recovery after hospitalization. (Thesis). Rochester Institute of Technology. Retrieved from https://scholarworks.rit.edu/theses/10148
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Agarwal, Khushboo Rajesh. “Curo — Patient home recovery guide for stressfree and better recovery after hospitalization.” 2019. Thesis, Rochester Institute of Technology. Accessed January 19, 2021.
https://scholarworks.rit.edu/theses/10148.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Agarwal, Khushboo Rajesh. “Curo — Patient home recovery guide for stressfree and better recovery after hospitalization.” 2019. Web. 19 Jan 2021.
Vancouver:
Agarwal KR. Curo — Patient home recovery guide for stressfree and better recovery after hospitalization. [Internet] [Thesis]. Rochester Institute of Technology; 2019. [cited 2021 Jan 19].
Available from: https://scholarworks.rit.edu/theses/10148.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Agarwal KR. Curo — Patient home recovery guide for stressfree and better recovery after hospitalization. [Thesis]. Rochester Institute of Technology; 2019. Available from: https://scholarworks.rit.edu/theses/10148
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Rochester Institute of Technology
23.
Koui, Emili.
Avant l’appétit: An augmented reality interactive menu that elevates the gourmet food experience.
Degree: MFA, School of Design (CIAS), 2017, Rochester Institute of Technology
URL: https://scholarworks.rit.edu/theses/9616
► Restaurant businesses try to come up with ways to increase and maintain their clientele. In many restaurants, images of food often misrepresent the quality…
(more)
▼ Restaurant businesses try to come up with ways to increase and maintain their clientele. In many restaurants, images of food often misrepresent the quality and quantity of the menu item. The results are a disappointment on the customer side, and a loss of clientele on the business side. Gourmet restaurants have the ability to provide consistency, which helps in maintaining their client numbers. However, new customers are hesitant in trying this
experience due to reasons of portion size accuracy, ingredient identification, language barrier and dietary preferences.
This thesis investigated how the digitization of a traditional printed menu, can better enhance the
experience of a customer at a fine dining gourmet restaurant. The proposed solution was the introduction of a tablet interactive menu, that would contain an augmented reality feature. The digital menu would provide a dietary filter option and include a language choice button. The augmented reality feature would provide accuracy in portion size and ingredient placement. The meals that would be portrayed in the augmented reality feature, would be reproduce in 3D with the use of the photogrammetry method.
This thesis wanted to showcase the ease of use in creating and updating this digital menu. It also wanted to show how the merge of technology and culinary arts, can assist in building trust between customers and restaurateurs.
Advisors/Committee Members: Daniel DeLuna.
Subjects/Keywords: Augmented reality; Gourmet; Interaction design; Menu design; Photogrammetry; User experience design
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Koui, E. (2017). Avant l’appétit: An augmented reality interactive menu that elevates the gourmet food experience. (Thesis). Rochester Institute of Technology. Retrieved from https://scholarworks.rit.edu/theses/9616
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Koui, Emili. “Avant l’appétit: An augmented reality interactive menu that elevates the gourmet food experience.” 2017. Thesis, Rochester Institute of Technology. Accessed January 19, 2021.
https://scholarworks.rit.edu/theses/9616.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Koui, Emili. “Avant l’appétit: An augmented reality interactive menu that elevates the gourmet food experience.” 2017. Web. 19 Jan 2021.
Vancouver:
Koui E. Avant l’appétit: An augmented reality interactive menu that elevates the gourmet food experience. [Internet] [Thesis]. Rochester Institute of Technology; 2017. [cited 2021 Jan 19].
Available from: https://scholarworks.rit.edu/theses/9616.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Koui E. Avant l’appétit: An augmented reality interactive menu that elevates the gourmet food experience. [Thesis]. Rochester Institute of Technology; 2017. Available from: https://scholarworks.rit.edu/theses/9616
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Rochester Institute of Technology
24.
Shay, Jenna.
The Graphic Design Archive: Generating Higher Levels of Scholarship Through a User Experience Approach to Scholarly Image Database Design.
Degree: MFA, School of Design (CAD), 2018, Rochester Institute of Technology
URL: https://scholarworks.rit.edu/theses/9881
► Innovations in the user experiences of digital image collections have taken image-based searching from the realm of basic one-way searches and sorts and delivered…
(more)
▼ Innovations in the user experiences of digital image collections have taken image-based searching from the realm of basic one-way searches and sorts and delivered users a new world of dynamic and interactive explorations that offer mechanisms for higher-level cognitive functions such as comparing, analyzing, sorting, sharing, designing, and creating in an intuitive environment. While innovations in image search functionality often occur first in non-academic applications (e.g., social media), image archives meant to amasse and preserve visual information for the ages would benefit by adopting and adapting search innovations.
Students and scholars that access image-based archives of information to gather resources and conduct research employ high-level thinking during the user
experience of the digital archive. By using Bloom’s Taxonomy
to categorize levels of user cognition during a search, user
experience functions will be assessed and new functions will be developed and implemented to give users of the Graphic
Design Archive a level of search functionality and flexibility that meets the demands of scholarly research. The methods used will include conversational interface
design and they will be applied to both a desktop and web application. Generating higher levels of scholarship through the use of this new, adaptable interface is the intended outcome.
Advisors/Committee Members: Nancy A. Ciolek.
Subjects/Keywords: Graphic design; Image archive; Interaction design; Modernism; Preservation; User experience design
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APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Shay, J. (2018). The Graphic Design Archive: Generating Higher Levels of Scholarship Through a User Experience Approach to Scholarly Image Database Design. (Thesis). Rochester Institute of Technology. Retrieved from https://scholarworks.rit.edu/theses/9881
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Shay, Jenna. “The Graphic Design Archive: Generating Higher Levels of Scholarship Through a User Experience Approach to Scholarly Image Database Design.” 2018. Thesis, Rochester Institute of Technology. Accessed January 19, 2021.
https://scholarworks.rit.edu/theses/9881.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Shay, Jenna. “The Graphic Design Archive: Generating Higher Levels of Scholarship Through a User Experience Approach to Scholarly Image Database Design.” 2018. Web. 19 Jan 2021.
Vancouver:
Shay J. The Graphic Design Archive: Generating Higher Levels of Scholarship Through a User Experience Approach to Scholarly Image Database Design. [Internet] [Thesis]. Rochester Institute of Technology; 2018. [cited 2021 Jan 19].
Available from: https://scholarworks.rit.edu/theses/9881.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Shay J. The Graphic Design Archive: Generating Higher Levels of Scholarship Through a User Experience Approach to Scholarly Image Database Design. [Thesis]. Rochester Institute of Technology; 2018. Available from: https://scholarworks.rit.edu/theses/9881
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
25.
Fonseca, Diogo.
esad.pt o processo de redesign.
Degree: 2014, RCAAP
URL: https://www.rcaap.pt/detail.jsp?id=oai:comum.rcaap.pt:10400.26/10491
► A internet parece ser, nos dias de hoje, o meio de comunicação mais influente e eficaz da nossa sociedade. Efetivamente, a informação relevante está maioritariamente…
(more)
▼ A internet parece ser, nos dias de hoje, o meio de comunicação
mais influente e eficaz da nossa sociedade. Efetivamente, a
informação relevante está maioritariamente acessível através
da web e cabe ao utilizador a decisão e o controlo na consulta da
mesma. Assim, de um modo geral, um website é um meio crucial
na comunicação global, que procura conhecer o visitante, os
seus interesses, tentando responder de forma simples e clara à
informação recolhida.
O website da esad matosinhos, foi crescendo em função das suas
necessidades, de forma fragmentada, sob a forma de diversos
micro-websites, criando uma problemática na comunciação global
da instituição e fragilizando a sua identidade. Por outro lado,
os conteúdos estruturados de forma estática, não relacionados,
dificultavam a atualização e manutenção do website.
O presente projeto analisou a comunicação da esad no meio
web, as suas necessidades e, com base nesses dados, construiuse
um novo website capaz de comunicar de forma acessível e
eficaz. Numa primeira fase foi analisada a audiência e procurouse
identificar o visitante tipo do website. Numa segunda fase,
elaborou-se um mapa do website, estruturaram-se os conteúdos
em modelos de dados e definiu-se o
design de interacção do
mesmo. Numa terceira fase desenvolveu-se o look and feel, onde
se fundamentam as opções ao nível do layout, da tipografia e
cor. Por fim, escolheram-se e implementaram-se as linguagens, as
tecnologias e os serviços inerentes ao novo website e realizou-se
uma acção de formação aos gestores de conteúdo.
A realização deste projeto marcou um ponto de viragem na gestão
e divulgação da informação da esad no meio web em diversos
níveis. Estes projetos são naturalmente faseados, demorados
e contínuos. Contudo, pensamos que está consolidada uma
comunicação web adaptada às necessidades da esad matosinhos.
Advisors/Committee Members: Bártolo, José.
Subjects/Keywords: Web; Processo; Design; User experience; Interface design; Design
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Fonseca, D. (2014). esad.pt o processo de redesign. (Thesis). RCAAP. Retrieved from https://www.rcaap.pt/detail.jsp?id=oai:comum.rcaap.pt:10400.26/10491
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Fonseca, Diogo. “esad.pt o processo de redesign.” 2014. Thesis, RCAAP. Accessed January 19, 2021.
https://www.rcaap.pt/detail.jsp?id=oai:comum.rcaap.pt:10400.26/10491.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Fonseca, Diogo. “esad.pt o processo de redesign.” 2014. Web. 19 Jan 2021.
Vancouver:
Fonseca D. esad.pt o processo de redesign. [Internet] [Thesis]. RCAAP; 2014. [cited 2021 Jan 19].
Available from: https://www.rcaap.pt/detail.jsp?id=oai:comum.rcaap.pt:10400.26/10491.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Fonseca D. esad.pt o processo de redesign. [Thesis]. RCAAP; 2014. Available from: https://www.rcaap.pt/detail.jsp?id=oai:comum.rcaap.pt:10400.26/10491
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Delft University of Technology
26.
He, Zimeng (author).
Master My Flight:Improving Sleep Experience for Passengers in Long-Haul Flight via Mobile-Based Application and In-Flight Entertainment System.
Degree: 2020, Delft University of Technology
URL: http://resolver.tudelft.nl/uuid:a371be47-58da-49dc-9d54-7a8a4566c519
► This master graduation project explores the possibilities for enhancing passenger’s in-flight sleep experience during different stages in an economic class in a long-haul flight. The…
(more)
▼ This master graduation project explores the possibilities for enhancing passenger’s in-flight sleep experience during different stages in an economic class in a long-haul flight. The main purpose of this project is to get deeper understanding of sleep in cabin from passenger’s perspective, and try to use interactive design help them throughout the flight journey. This thesis project consists of five phases, context exploration, research, project redefinition, conceptualisation and verification. Most research activities were executed in the first two phases. During the context exploration phase, the goal is to gain basic knowledge and comprehensive information in aviation field, including the market trend, the stakeholders, and the contextual constraints. Therefore, the scope is relatively broad and literature research is the main method. After that, the research scope was gradually narrowed down based on the findings from the previous research, and the focus now is on long-haul flight passengers and sleep in various environment. Through desk research, several theory models were analysed. In order to gather opinion from different types of passengers, several user-centred methods were also used, like co-creation, online survey, field research. The insights from this phase benefit the next phases as solid evidence. Combining insights gathered from these research activities, a concrete project definition was obtained. The design goal is “to make passengers who want to have a nice sleep feel more in control during different phases in long-haul flights”. An interaction vision was also defined as “being in control”. Additionally, the specific requirements were listed as the evaluation criteria of concepts. In conceptualization stage, several rounds of ideation were performed to generate initial concepts. According to the requirements and the difficulty of the implement, one concept was chosen for further development. Then a low-fidelity wireframe was used to fast-iterate the concepts by walkthrough. The final concept was then concluded in the final phase of verification. The digitally interactive prototype was built for evaluation of the effectiveness and usability. The evaluation results were analysed to see whether the final design meets the design goal and how participants experience the design. Due to the restriction of the social distance policy, most offline activities were prohibited, more than half of the evaluation tests were done via internet. The future recommendation has also been proposed in the last stage. The design of phone application could be the starting point for the future development of the digital platform, connecting different journey phases for passengers. And the improvement on in-flight entertainment system might also be applied in the near future.
Design for Interaction
Advisors/Committee Members: Vink, Peter (mentor), Xue, Haian (graduation committee), Delft University of Technology (degree granting institution).
Subjects/Keywords: User experience design; In-Flight; Interactive Design; User-centred design
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
He, Z. (. (2020). Master My Flight:Improving Sleep Experience for Passengers in Long-Haul Flight via Mobile-Based Application and In-Flight Entertainment System. (Masters Thesis). Delft University of Technology. Retrieved from http://resolver.tudelft.nl/uuid:a371be47-58da-49dc-9d54-7a8a4566c519
Chicago Manual of Style (16th Edition):
He, Zimeng (author). “Master My Flight:Improving Sleep Experience for Passengers in Long-Haul Flight via Mobile-Based Application and In-Flight Entertainment System.” 2020. Masters Thesis, Delft University of Technology. Accessed January 19, 2021.
http://resolver.tudelft.nl/uuid:a371be47-58da-49dc-9d54-7a8a4566c519.
MLA Handbook (7th Edition):
He, Zimeng (author). “Master My Flight:Improving Sleep Experience for Passengers in Long-Haul Flight via Mobile-Based Application and In-Flight Entertainment System.” 2020. Web. 19 Jan 2021.
Vancouver:
He Z(. Master My Flight:Improving Sleep Experience for Passengers in Long-Haul Flight via Mobile-Based Application and In-Flight Entertainment System. [Internet] [Masters thesis]. Delft University of Technology; 2020. [cited 2021 Jan 19].
Available from: http://resolver.tudelft.nl/uuid:a371be47-58da-49dc-9d54-7a8a4566c519.
Council of Science Editors:
He Z(. Master My Flight:Improving Sleep Experience for Passengers in Long-Haul Flight via Mobile-Based Application and In-Flight Entertainment System. [Masters Thesis]. Delft University of Technology; 2020. Available from: http://resolver.tudelft.nl/uuid:a371be47-58da-49dc-9d54-7a8a4566c519

University of Washington
27.
Reitz, Sarah.
Landmark: Participatory Experiences in Commemorative Places.
Degree: 2017, University of Washington
URL: http://hdl.handle.net/1773/40462
► This thesis focuses on visitor engagement at public monuments and memorials. Using the Statue of Liberty replica at Alki Beach in Seattle, Washington as the…
(more)
▼ This thesis focuses on visitor engagement at public monuments and memorials. Using the Statue of Liberty replica at Alki Beach in Seattle, Washington as the venue for the case study, this work explores how the visitor
experience in commemorative spaces could become hands-on. The research findings provide insights for understanding what drives visitors to participate with interactive outdoor exhibits and activities.
Advisors/Committee Members: Hirsch, Edward (advisor).
Subjects/Keywords: Exhibit Design; Memorial; Monument; Participatory Exhibit; Visitor Experience; Design; Design
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Reitz, S. (2017). Landmark: Participatory Experiences in Commemorative Places. (Thesis). University of Washington. Retrieved from http://hdl.handle.net/1773/40462
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Reitz, Sarah. “Landmark: Participatory Experiences in Commemorative Places.” 2017. Thesis, University of Washington. Accessed January 19, 2021.
http://hdl.handle.net/1773/40462.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Reitz, Sarah. “Landmark: Participatory Experiences in Commemorative Places.” 2017. Web. 19 Jan 2021.
Vancouver:
Reitz S. Landmark: Participatory Experiences in Commemorative Places. [Internet] [Thesis]. University of Washington; 2017. [cited 2021 Jan 19].
Available from: http://hdl.handle.net/1773/40462.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Reitz S. Landmark: Participatory Experiences in Commemorative Places. [Thesis]. University of Washington; 2017. Available from: http://hdl.handle.net/1773/40462
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
28.
Seeger, Ida.
User eXperience : Design, teknik, business – men vad innebär det egentligen?.
Degree: Industrial Design, 2019, University of Gävle
URL: http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-30764
► User Experience, UX, som till en början främst användes inom IT-världen och sägs härstamma från HCI (Human Computer Interaction) används idag i allt större…
(more)
▼ User Experience, UX, som till en början främst användes inom IT-världen och sägs härstamma från HCI (Human Computer Interaction) används idag i allt större utsträckning. Den här studien syftar till att förtydliga vad UX innebär, hur definieras det samt hur ser yrkesrollerna ut inom UX. Denna studie är en jämförelse mellan teori och praktik för att se om praktiken matchar litteraturen. Ytterligare fokus ligger på organisationers UX-mognad samt vad det innebär för någon som är yrkesverksam inom UX. Vad innebär det för designers när mognaden är låg respektive hög? I den här studien användes huvudsakligen metoderna litteraturstudie, semi-strukturerade intervjuer där deltagarna alla är aktiva utövare inom UX och en enkät om upplevd UX-mognad. UX kommer från användbarhet, då användbarhet anses för snävt för att täcka alla områden man jobbar med vid utvecklingen av en produkt eller tjänst. I teorin beskrivs UX till större del som ett användarfokuserat arbetssätt där användaren ses som experten istället för designern. Eftersom det idag finns en uppsjö av digitala produkter och tjänster har UX blivit viktigt för att kunna uppnå ökad konkurrenskraft på marknaden. Därav har allt fler organisationer börjat intressera sig för UX. För att veta vart en organisation befinner sig i UX-mognaden finns en mängd olika UXmognadsmodeller som kan vara användbara för att fastställa detta samt guida hur en organisation kan avancera. Om UX-mognaden är låg innebär det att ingen eller få jobbar med UX i en organisation. Är det få som jobbar med UX innebär det att de får ta på sig en väldigt bred roll, det blir ett väldigt stort ansvar. Är det verkligen rimligt att en person ska behöva bära det ansvaret? Är däremot UX-mognaden är hög så jobbar hela team eller hela organisationen med UX på något sätt. Det underlättar för designer och bidrar till att skapa ett bättre samarbete inom organisationen. Men om allt fler använder sig av UX och det blir en del av flertalet olika yrken, vad kommer då hända med rollen?
Subjects/Keywords: UX; user experience design; UX-mognad; designer; organisationsteori; organisationskultur; Design; Design
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Seeger, I. (2019). User eXperience : Design, teknik, business – men vad innebär det egentligen?. (Thesis). University of Gävle. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-30764
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Seeger, Ida. “User eXperience : Design, teknik, business – men vad innebär det egentligen?.” 2019. Thesis, University of Gävle. Accessed January 19, 2021.
http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-30764.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Seeger, Ida. “User eXperience : Design, teknik, business – men vad innebär det egentligen?.” 2019. Web. 19 Jan 2021.
Vancouver:
Seeger I. User eXperience : Design, teknik, business – men vad innebär det egentligen?. [Internet] [Thesis]. University of Gävle; 2019. [cited 2021 Jan 19].
Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-30764.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Seeger I. User eXperience : Design, teknik, business – men vad innebär det egentligen?. [Thesis]. University of Gävle; 2019. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-30764
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Delft University of Technology
29.
Kohler, Klara (author).
Arenga Rainforest Sugar: Designing a tool to enhance the experience of the Arenga Rainforest Sugar for coffee bar guests.
Degree: 2019, Delft University of Technology
URL: http://resolver.tudelft.nl/uuid:7a03c82a-30a4-4f9a-b6df-2566a2f943d3
► Forestwise wanted a suitable way to serve their Arenga Rainforest Sugar in Dutch cafés. This brown sugar comes from Indonesia and is a tasty, healthy…
(more)
▼ Forestwise wanted a suitable way to serve their Arenga Rainforest Sugar in Dutch cafés. This brown sugar comes from Indonesia and is a tasty, healthy and sustainable alternative to regular sugar. It is wild-harvested from the Arenga palm tree, which grows naturally inside the jungle. The Arenga sugar provides the local farmers with an income from their existing forests and motivates them to halt deforestation and protect biodiversity. This background story should be communicated to end-consumers. The first analysis phase consists of research about the sugar’s source, the context of use, and the sugar’s characteristics. Applying the Material Driven
Design method stimulates to not take the granulated, brown Arenga sugar as given, but play with texture, shape and process to find a more suitable way to serve it. Synthesizing the insights into a Material
Experience Vision and
Design Criteria leads to a variety of ideas, categorised into 9
design directions. From those, 3 concepts are worked out. The stencil shaker concept makes use of the dark colour of the sugar and puts a surprise illustration, depicting the rainforest’s biodiversity, on the milk foam of the café guest’s drink. The rainforest globe concept is a decorative, round sugar pot from glass, depicting the eco-system of the Arenga tree and the rainforest. The selected concept of the sugar block grater lets the user transform traditional, hard sugar blocks into flakes. A more specific vision is defined to develop this concept. The metaphor of a opening flower bud describes the desired user
experience. The sugar should be perceived as natural and special. It is furthermore desired to let the café guests explore the background story of the sugar and get actively involved in it, feeling curiosity, pleasant surprise and virtuousness. The final
design proposal is a grater made out of bamboo, which is placed on the café’s tables. It is filled with cylindrical sugar blocks with chocolate-like texture. The café guest can grate sugar flakes by rotating the base of the grater. A mechanism turns and pushes the sugar blocks against a knife with two blades, shaving off a layered spiral of flakes. The sugar comes out at the top of the grater in the shape of a flower. The user can observe the sugar “growing” inside an illustration of the rainforest, which is engraved in the bamboo around. This lets the user
experience how the sugar naturally grows inside the biodiverse rainforest in Indonesia, contrary to being cultivated in monoculture plantations. The background story of the sugar is illustrated with engravings on the outside of the greater, showing how the sugar is wild-harvested and processed. The café guests become part of the process by grating their own sugar flakes to sweeten their drinks. This drives a sustainable system of rainforest and local farmers. The sugar is presented as special and natural, in an attractive and novel way. The concept is tested with a working prototype and evaluated by users and…
Advisors/Committee Members: Schifferstein, Rick (mentor), Barati, Bahar (mentor), Delft University of Technology (degree granting institution).
Subjects/Keywords: Integrated Product Design; Sustainability; Experience; Sugar; Material Driven Design; Food Design
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Kohler, K. (. (2019). Arenga Rainforest Sugar: Designing a tool to enhance the experience of the Arenga Rainforest Sugar for coffee bar guests. (Masters Thesis). Delft University of Technology. Retrieved from http://resolver.tudelft.nl/uuid:7a03c82a-30a4-4f9a-b6df-2566a2f943d3
Chicago Manual of Style (16th Edition):
Kohler, Klara (author). “Arenga Rainforest Sugar: Designing a tool to enhance the experience of the Arenga Rainforest Sugar for coffee bar guests.” 2019. Masters Thesis, Delft University of Technology. Accessed January 19, 2021.
http://resolver.tudelft.nl/uuid:7a03c82a-30a4-4f9a-b6df-2566a2f943d3.
MLA Handbook (7th Edition):
Kohler, Klara (author). “Arenga Rainforest Sugar: Designing a tool to enhance the experience of the Arenga Rainforest Sugar for coffee bar guests.” 2019. Web. 19 Jan 2021.
Vancouver:
Kohler K(. Arenga Rainforest Sugar: Designing a tool to enhance the experience of the Arenga Rainforest Sugar for coffee bar guests. [Internet] [Masters thesis]. Delft University of Technology; 2019. [cited 2021 Jan 19].
Available from: http://resolver.tudelft.nl/uuid:7a03c82a-30a4-4f9a-b6df-2566a2f943d3.
Council of Science Editors:
Kohler K(. Arenga Rainforest Sugar: Designing a tool to enhance the experience of the Arenga Rainforest Sugar for coffee bar guests. [Masters Thesis]. Delft University of Technology; 2019. Available from: http://resolver.tudelft.nl/uuid:7a03c82a-30a4-4f9a-b6df-2566a2f943d3

University of Michigan
30.
Broderick, Brianna M.
From Theory to Practice: Creating a Toolkit for Engaged Design.
Degree: MS, Information, School of, 2020, University of Michigan
URL: http://hdl.handle.net/2027.42/162557
► Researchers and designers alike have called for more inclusive and participatory approaches to be used within design. By first exploring the work of researchers designing…
(more)
▼ Researchers and designers alike have called for more inclusive and participatory approaches to be used within
design. By first exploring the work of researchers designing with older adults living with dementia and expanding to a more robust literature review surrounding inclusion in
design, I found that the literature not only suggests that
design could benefit from an integration of interdisciplinary knowledge, critical reflection of methods and intentional interaction with users, but also presents theories for doing so. This project condenses four of those theories into key principles, and uses them to present a framework of Engaged
Design, a mindset intended to helps designers prioritize critical reflection of their processes in order to interact more meaningfully with their users.
Advisors/Committee Members: Marcu, Gabriela (advisor), Brewer, Robin (committee member), Schöpke Gonzalez, Angela (committee member).
Subjects/Keywords: human centered design; user experience; engaged design; inclusive design; dementia
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Broderick, B. M. (2020). From Theory to Practice: Creating a Toolkit for Engaged Design. (Masters Thesis). University of Michigan. Retrieved from http://hdl.handle.net/2027.42/162557
Chicago Manual of Style (16th Edition):
Broderick, Brianna M. “From Theory to Practice: Creating a Toolkit for Engaged Design.” 2020. Masters Thesis, University of Michigan. Accessed January 19, 2021.
http://hdl.handle.net/2027.42/162557.
MLA Handbook (7th Edition):
Broderick, Brianna M. “From Theory to Practice: Creating a Toolkit for Engaged Design.” 2020. Web. 19 Jan 2021.
Vancouver:
Broderick BM. From Theory to Practice: Creating a Toolkit for Engaged Design. [Internet] [Masters thesis]. University of Michigan; 2020. [cited 2021 Jan 19].
Available from: http://hdl.handle.net/2027.42/162557.
Council of Science Editors:
Broderick BM. From Theory to Practice: Creating a Toolkit for Engaged Design. [Masters Thesis]. University of Michigan; 2020. Available from: http://hdl.handle.net/2027.42/162557
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