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User experience design --- User interface design --- Human-computer interaction --- Interaction design --- User experience --- Gebruikerservaring
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This eBook is a collection of articles from a Frontiers Research Topic. Frontiers Research Topics are very popular trademarks of the Frontiers Journals Series: they are collections of at least ten articles, all centered on a particular subject. With their unique mix of varied contributions from Original Research to Review Articles, Frontiers Research Topics unify the most influential researchers, the latest key findings and historical advances in a hot research area! Find out more on how to host your own Frontiers Research Topic or contribute to one as an author by contacting the Frontiers Editorial Office: frontiersin.org/about/contact
Positive technology --- Positive Psychology --- virtual reality --- augmented reality --- serious gaming --- User Experience Design --- Emotion Regulation --- awe --- Empathy --- cognitive enhancement
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In a business world where customer experience has become a top priority and a key competitive differentiator, companies are trying every day to create delightful experiences for their users to gain competitive advantage. What makes this challenge even harder is the digital transformation that is disrupting the way customers are experiencing products and services. With the technological evolution, users gained more power in terms of dictating the rules and they are looking for simple, consistent, and personalized experiences. This means that the customer experience is different when we are in a digital context and the customers’ expectations are shaped by new standards. In order to be able to meet those new requirements, marketers need new ways of thinking innovatively and of designing products and services that are user centric and that put the customer first. Design thinking can be seen as a promising method to achieve this, as it is a human-centered problem-solving method that starts from human needs and creates solutions around them through a creative and iterative process. This master thesis tries to explore how can marketers use design thinking to optimize the digital customer experience. Through an exploratory market study, we have interviewed professionals from different Belgian design agencies to discover how is design thinking used today to solve marketing challenges and how can its’ process be used to optimize the digital customer experience. The results showed that design thinking has a great potential to optimize the digital customer experience, and when applied properly marketers can beneficiate from it to create exceptional experiences around their offerings. The process of design thinking allows to be more creative, to start from real user’s pain points, to come up come up with innovative solutions and to test them with end-users before launching them. The user centricity and innovativeness of this approach allows companies to improve the user experience and offer the simple, personalized and engaging experiences that customers are dreaming of when interacting with companies through digital touchpoints.
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This eBook is a collection of articles from a Frontiers Research Topic. Frontiers Research Topics are very popular trademarks of the Frontiers Journals Series: they are collections of at least ten articles, all centered on a particular subject. With their unique mix of varied contributions from Original Research to Review Articles, Frontiers Research Topics unify the most influential researchers, the latest key findings and historical advances in a hot research area! Find out more on how to host your own Frontiers Research Topic or contribute to one as an author by contacting the Frontiers Editorial Office: frontiersin.org/about/contact
Science: general issues --- Psychology --- Positive technology --- Positive Psychology --- virtual reality --- augmented reality --- serious gaming --- User Experience Design --- Emotion Regulation --- awe --- Empathy --- cognitive enhancement
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This eBook is a collection of articles from a Frontiers Research Topic. Frontiers Research Topics are very popular trademarks of the Frontiers Journals Series: they are collections of at least ten articles, all centered on a particular subject. With their unique mix of varied contributions from Original Research to Review Articles, Frontiers Research Topics unify the most influential researchers, the latest key findings and historical advances in a hot research area! Find out more on how to host your own Frontiers Research Topic or contribute to one as an author by contacting the Frontiers Editorial Office: frontiersin.org/about/contact
Science: general issues --- Psychology --- Positive technology --- Positive Psychology --- virtual reality --- augmented reality --- serious gaming --- User Experience Design --- Emotion Regulation --- awe --- Empathy --- cognitive enhancement --- Positive technology --- Positive Psychology --- virtual reality --- augmented reality --- serious gaming --- User Experience Design --- Emotion Regulation --- awe --- Empathy --- cognitive enhancement
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Description In an age of accelerating business and technological change, the success of an organization depends significantly on its employees and how they can effectively learn and perform their roles. New technologies, combined with innovative approaches to the design of experiences for learning and performance, can help organizations boost their performance and improve their overall culture.This concise book, written by an expert in e-learning and performance design, technology, education, and strategies, provides practical advice and insights for executives, learning designers and developers, subject matter experts, and others involved in organization learning.
Employees --- Training of --- Web-based instruction. --- Computer-assisted instruction. --- E-learning. --- Online learning. --- Digital learning. --- Learning experiences. --- Online learning strategies. --- Mobile learning. --- Performance improvement. --- Learning technology. --- Learning design. --- Learning experience design. --- User experience design. --- Usability. --- Learning analytics. --- Content curation. --- Collaborative learning. --- Informal learning. --- Workplace learning. --- Corporate training. --- Corporate learning & develoment. --- Performance support. --- Workflow learning. --- Situated learning. --- Skills transfer. --- Scenario-based learning. --- Storytelling.
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UX design --- user experience design --- grafisch ontwerp --- grafische vormgeving --- grafisch design --- webdesign --- ontwerp --- 766.02 --- Project management --- User-centered system design --- Web sites --- -658.404 --- Pages, Web --- Sites, Web --- Web pages --- Websites --- World Wide Web pages --- World Wide Web sites --- WWW pages --- WWW sites --- Computer network resources --- Cognitive engineering (System design) --- Participatory design (System design) --- UCD (System design) --- Usability engineering (System design) --- User-centered design (System design) --- System design --- Human-computer interaction --- Industrial project management --- Management --- Design --- 658.404 --- Authorship --- Web site development --- Microformats --- #SBIB:309H1720 --- Informatiekunde, informatie management
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health design --- healthcare --- medicine --- innovation --- patient --- Medical care --- Medicine --- Design --- Hospital buildings --- Design and construction --- Australia. --- healthcare --- patient experience --- user experience design --- ux healthcare --- ux health design --- Australian --- Hospitals --- Creation (Literary, artistic, etc.) --- Clinical sciences --- Medical profession --- Human biology --- Life sciences --- Medical sciences --- Pathology --- Physicians --- Delivery of health care --- Delivery of medical care --- Health care --- Health care delivery --- Health services --- Healthcare --- Medical and health care industry --- Medical services --- Personal health services --- Public health --- Construction --- Industries --- Ahitereiria --- Aostralia --- Ástralía --- ʻAukekulelia --- Austraalia --- Austraalia Ühendus --- Australian Government --- Australie --- Australien --- Australiese Gemenebes --- Aŭstralii͡ --- Australija --- Austrālijas Savienība --- Australijos Sandrauga --- Aŭstralio --- Australské společenstv --- Ausztrál Államszövetség --- Ausztrália --- Avstralii͡ --- Avstraliĭski sŭi͡uz --- Avstraliĭskiĭ Soi͡uz --- Avstraliĭskii͡at sŭi͡uz --- Avstralija --- Awstralia --- Awstralja --- Awstralya --- Aystralia --- Commonwealth of Australia --- Cymanwlad Awstralia --- Državna zaednica Avstralija --- Government of Australia --- Ḳehiliyat Osṭralyah --- Koinopoliteia tēs Aystralias --- Komanwel Australia --- Komonveltot na Avstralija --- Komonwelt sa Awstralya --- Komunaĵo de Aŭstralio --- Komunejo de Aŭstralio --- Kūmunwālth al-Usturāl --- Mancomunidad de Australia --- Mancomunitat d'Austràlia --- Negara Persemakmuran Australia --- New Holland --- Nova Hollandia --- Osṭralyah --- Ōsutoraria --- Persemakmuran Australia --- Samveldið Ástralía --- Usṭralyah --- Usturāliy --- Whakaminenga o Ahitereiria --- Patient-centered health care --- Medical care. --- Medicine. --- Design. --- Design and construction.
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Devoted to research and scholarship in design ergonomics, and Human-Computer Interaction design
ergonomics --- human-computer interaction --- design --- ergodesign --- Design --- Human engineering $2fast --- Human-computer interaction --- Periodicals --- Study and teaching --- Brazil --- human-computer interaction design --- user experience design --- ux design --- al-Barāzīl --- Barāzīl --- Brasil --- Brasile --- Brasilia --- Brasili --- Brasilien --- Brazili --- Brazili Federativlă Respubliki --- Brazilia --- Brazilii͡ --- Brazilii͡a Federativ Respublikaḣy --- Braziliya --- Braziliya Federativ Respublikası --- Brazilská federativní republika --- Brazylia --- Brésil --- Burajiru --- Federale Republiek van Brasili --- Federative Republic of Brazil --- Federativna republika Brazil --- Federativna republika Brazilii͡ --- Federat͡siėm Respublikė Brazil --- Fedėratyŭnai͡a Rėspublika Brazilii͡ --- Gweriniaeth Ffederal Brasil --- Pa-hsi --- Pa-se --- Pa-se Liân-pang Kiōng-hô-kok --- Pederatibong Republika sa Brasil --- Pindorama --- República Federal del Brasil --- Republica Federale di u Brasile --- Republica Federativa del Brazil --- República Federativa do Brasil --- Rèpublica fèdèrativa du Brèsil --- Republik Kevreel Brazil --- République fédérative du Brésil --- Tantasqa Republika Wrasil --- Tetã Pindorama --- Wrasil --- Human factors --- Facteurs humains --- Creation (Literary, artistic, etc.) --- Human-computer interaction. --- Human factors. --- Human factors in design --- Human engineering --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- User-centered system design --- User interfaces (Computer systems)
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Experimental cognitive psychology research is a hidden force in our online lives. We engage with it, often unknowingly, whenever we download a health app, complete a Facebook quiz, or rate our latest purchase. How did experimental psychology come to play an outsized role in these developments? This book considers this question through a look at cognitive psychology laboratories. Emily Martin traces how psychological research methods evolved, escaped the boundaries of the discipline, and infiltrated social media and our digital universe.
Psychology --- Psychology, Experimental. --- Human experimentation in psychology. --- Experimental psychologists. --- SOCIAL SCIENCE / Anthropology / Cultural & Social. --- Cognitive psychology --- Experiments. --- Experimental psychology --- Experimental psychologists --- Psychological experiments --- Psychology, Experimental --- Psychology, Cognitive --- Cognitive science --- Experimentation on humans, Psychological --- Psychological experimentation on humans --- Psychologists, Experimental --- Psychological research personnel --- Psychologists --- Research --- Experiments --- Psychology - Experiments --- Cognitive psychology - Experiments --- Human experimentation in psychology --- Cognitive psychology. --- Abstraction. --- Analogy. --- Anthropologist. --- Anthropology. --- Basic science (psychology). --- Behavior. --- Behaviorism. --- Behavioural sciences. --- Calculation. --- Causality. --- Coaching. --- Cognition. --- Cognitive science. --- Collaboration. --- Consciousness. --- Conspiracy theory. --- Control room. --- Cross-cultural psychology. --- Cultural practice. --- Decision-making. --- Digital media. --- Electroencephalography. --- Experiment. --- Experimental data. --- Experimental psychology. --- Face perception. --- Folk psychology. --- Functional magnetic resonance imaging. --- Funding of science. --- Gestalt psychology. --- Hallucination. --- Heuristic. --- How the Mind Works. --- Human subject research. --- Idealization. --- Ideology. --- Imagination. --- Information seeking. --- Interrogation. --- Introspection. --- Laboratory Life. --- Language game. --- Lecture. --- Machine learning. --- Mental disorder. --- Mental representation. --- Microcomputer. --- Minds. --- Mood (psychology). --- Natural experiment. --- Neuropsychology. --- Neuroscientist. --- Objectivity (science). --- Observation. --- Opportunism. --- Organizing (management). --- Parapsychology. --- Perceptual psychology. --- Personality quiz. --- Persuasive technology. --- Pragmatism. --- Prediction. --- Product manager. --- Psyche (psychology). --- Psychic. --- Psychological Science. --- Psychological manipulation. --- Psychological research. --- Psychological testing. --- Psychologist. --- Psychology. --- Psychopathology. --- Qualia. --- Qualitative research. --- Questionnaire. --- Quiz. --- Replication crisis. --- Research assistant. --- Schizophrenia (object-oriented programming). --- Science project. --- Science. --- Scientific method. --- Scientist. --- Scrutiny. --- Self-report study. --- Social psychology. --- Software. --- Spiritualism. --- Stanford prison experiment. --- Stimulation. --- Subjectivity. --- Technology. --- Test theory. --- Theory of mind. --- Thought. --- User experience design. --- Valence (psychology). --- Vulnerability (computing). --- Wilhelm Wundt.
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