Sökning: "Hedonic Experience"

Visar resultat 1 - 5 av 96 uppsatser innehållade orden Hedonic Experience.

  1. 1. Riesling In Rock : A quantitative study about how music affects the sensory perception of wine

    Magister-uppsats, Umeå universitet/Institutionen för kost- och måltidsvetenskap

    Författare :Kristian Rönnlund; [2023]
    Nyckelord :Wine; Music; Sensory analysis; Riesling; Vin; Musik; Sensorisk analys; Riesling;

    Sammanfattning : Abstract Aim. To see if different auditory conditions affect the perceived intensity of the sensory attributes scent, acidity, sweetness, fruitiness, minerality and liking of wine, additionally the aim is to see if the effect is the same for different wines made from the same grape. Background. LÄS MER

  2. 2. Enhancing Brand Experience Through UI Elements Aligned With Brand Values : An Investigation of the Interconnected Fields of User Experience and Brand Experience Within the Context of IKEA’s E-commerce Website

    Magister-uppsats, Jönköping University/JTH, Avdelningen för datateknik och informatik

    Författare :Ráhel Anna Balogh; Máté Kézy; [2023]
    Nyckelord :user experience design; user interface design; visual design; brand experience; e-commerce website; hedonic quality; brand values; UI elements;

    Sammanfattning : In today’s competitive landscape, shaping positive digital experiences with the brand is crucial for the company’s market success. The study aimed to investigate the interconnected relationship between User Experience (UX) and Brand Experience (BX) by exploring the potential for enhancing BX through the implementation of User Interface (UI) elements aligned with brand values within an e-commerce website. LÄS MER

  3. 3. Navigating the Third Dimension on the Web : User Experience of navigation models in three-dimensional non-immersive e-commerce showroom websites

    M1-uppsats, Jönköping University/JTH, Avdelningen för datateknik och informatik

    Författare :Tuva Persson; Pauline Wahle; [2023]
    Nyckelord :3d web; ux design; usability; user experience;

    Sammanfattning : With the increasing prevalence of websites that incorporate a third dimension into the scene, it is important to evaluate the usability of these virtual environments. This research contributes to existing knowledge of 3D navigation by exploring and evaluating the user experience of three navigation systems commonly used on three- dimensional websites: General Movement (Exploration), Targeted Movement (Search), and Specified Trajectory Movement. LÄS MER

  4. 4. Konsumentbeteende inom mode under en tid av hög inflation : En kvalitativ studie som utforskar modekonsumenters upplevda värde och engagemang

    Kandidat-uppsats, Södertörns högskola/Institutionen för samhällsvetenskaper

    Författare :Emilia Lindsjöö; Jennifer Pithyou; [2023]
    Nyckelord :Fashion; Consumer Behavior; Buyer Journey; Involvement; Perceived Value; Mode; konsumentbeteende; köpresa; engagemang; upplevt värde;

    Sammanfattning : I kontexten av ekonomiska förändringar har skiftande konsumentbeteenden betydelse. Ett exempel är att den höga inflationen i Sverige har medfört ett förändrat konsumentbeteende gällande behov och köp av icke-nödvändiga varor som modeprodukter. LÄS MER

  5. 5. From Board Games to Unicorns: Gamification and Its Impact on Ideation for Nascent Entrepreneurs

    Kandidat-uppsats, Lunds universitet/Företagsekonomiska institutionen

    Författare :Måns Heurlin; Jonathan Andersson; Jonathan Rooth; [2023]
    Nyckelord :Gamification; Ideation; Business and Economics;

    Sammanfattning : Title: From Board Games to Unicorns: Gamification and Its Impact on Ideation for Nascent Entrepreneurs Seminar date: January 11th, 2023 Course: FEKH99, Bachelor Degree Project in Entrepreneurship and Innovation Management, Business administration, Undergraduate level, 15 University Credit Points Authors: Jonathan Andersson, Måns Heurlin, Jonathan Rooth Supervisor: Joakim Winborg Keywords: Gamification; Innovation; Ideation; Entrepreneurship; Nascent entrepreneurs; Idea generation Research question: What are the effects of gamification on ideation for nascent entrepreneurs? Purpose: The purpose of the study is to contribute with increased understanding of how decision- makers in startups argue when choosing location of production. Methodology: Quasi-experiment with a deductive logic of inquiry, executed through semi-structured interviews. LÄS MER