This document provides an overview of how to plan and execute an ecologically valid NeuroIS study. It discusses key elements to consider such as tasks and scenarios, measures, interfaces, protocols, instruments, recruiting subjects, and compensation. Examples of case studies and insights from NeuroIS research are also presented. The document emphasizes developing a complete test plan that addresses objectives, teams, interfaces, subjects, and other important details.
What is the real experience of your online customer? A NeuroIS approach at us...Pierre-Majorique Léger
Presentation by Dr Pierre-Majorique Léger, June 3rd, Johannes Kepler University, Linz, Austria. "Pioneering the Digital Future for Omnichannel Retail Managers" in the context of PERFORM – European Training Network – Marie Skłodowska-Curie. PERFORM is Pioneering the Digital Future for Omnichannel Retail Managers.
SFN 2019 Presentation : Method of and system for processing signals sensed fr...Pierre-Majorique Léger
Presentation by Pierre-Majorique Léger and Sylvain Sénécal of the latest research latest patent from Tech3Lab. An example of the application of this new technology to the case of Walmart.com is presented. Chicago, Oct 22nd 2019.
Reference : Courtemanche, F., Fredette, M., Senecal, S., Leger, P. M., Dufresne, A., Georges, V., & Labonte-lemoyne, E. (2019). U.S. Patent No. 10,368,741. Washington, DC: U.S. Patent and Trademark Office.
This is part of the UX/UI workshop I conducted at SJCIT , Chikbalpur on 1st April 2019 .
UI/UX workshop is organized with an objective to provide students with understanding the value of user experience in product design and to have hands-on exposure to the Product Development process.
More details: http://desops.io/2019/03/31/ui-ux-workshop-for-startups-at-sjcit-chickballapur-1st-april-2019/
The Dream of ARThe Target MarketNumber of Pr.docxtodd701
The Dream of AR
The Target Market
Number
of
Professors teaching Number of Students enrolledUse of technology in classroom?Willingness to implement more tech usage?UG Government19,00042,813
✓
✓ ✓
✓UG Politics21,000Masters Government12,00026,321Masters Politics13,000Law School10,232 full-time
17,021 part-time38,392
Target Market Challenge
The education market has been around for 100’s of years
Unique structure
Same uniform curriculum
Are teachers and professors ready for the change?
Set in old ways
Expanding their horizon
Unique structure
Uniform curriculum
Well structured
well respected
?
Willing to change
Jt
Partners
Undergraduate and graduate school with democracy programs and organizations.
What courses and organizations exist now?
EDX: Massive open online course (MOCC)
The university of Missouri: Constitutionalism and Democracy series
Georgetown College: M.A. program in democracy and governance
ADP: a network focused on engaged citizens for our democracy. ( American Democracy project)
Colgate University: DM is a nonpartisan organization for educating people about the role of private money in politics and its impact on democracy.
Who:Herbert N. Ramy,Professor of Academic Support Director, Academic Support Program. Law Writing class.
Summary:
glad to use technical tools to help him to teach the class.
Just 5 points to the video game to willingness.(1-10)
Never uses Role simulation to teach students.
He didn’t exclude teaching with video games, but the content must match the courses.
Increase educational technology into undergraduate studies.
Conclusion:
He believes in technology, doesn't really use it, he cares about the relevance of content with his class content.
If we educate democracy in the form of video games, our audience may be particularly small.
For that, we gave up the video game instead of AR.
The interview with Law School professor
Survey Analysis
Do you prefer using hardcover textbooks or eBooks?
Do you think a cell phone or tablet can be valuable in class?
Do you think technology helps the learning process?
Survey Analysis Continued..
Imagine using your cell phones or tablets camera as a scanner, that scans a image on your eBook or textbook and then provides a better understanding of what you are learning through a pre recording of a professor speaking to you.Would you be interested?
Would you be interested in learning about a subject through an app you downloaded on your cell phone or tablet?
How can we promote democracy better?
AR
Because of target market challenge,
Give up video game
Choose Augmented Reality
What is Augmented Reality?
Augmented reality is an interactive experience of a real-world environment where the objects that reside in the real-world are "augmented"
computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, and olfactory.
Video:
https://w.
Motorcycles and the Art of Product DevelopmentShimon Shmueli
There is no aspect of product design and development that is not reflected in motorcycles. It is hard to think about a more intimate experience between a user and a product than the experience of riding a motorcycle, and Shimon can speak about it empathically and passionately both as a motorcyclist and as a product development expert. The lessons that can be learned, the analogies and metaphors, are extremely rich and insightful, even to those who never got close to a machine on two (or three) wheels.
The presentation is targeted to executives and professionals in the areas of product design, development, and marketing, and can be customized to specific areas of interest. Typically the presentation takes 60 minutes, but it can be reduced to 45 minutes, or extended to 120 minutes or more (workshop format).
This presentation is based on the very successful Design for Experience presentation given at various forums and that received excellent reviews.
What is the real experience of your online customer? A NeuroIS approach at us...Pierre-Majorique Léger
Presentation by Dr Pierre-Majorique Léger, June 3rd, Johannes Kepler University, Linz, Austria. "Pioneering the Digital Future for Omnichannel Retail Managers" in the context of PERFORM – European Training Network – Marie Skłodowska-Curie. PERFORM is Pioneering the Digital Future for Omnichannel Retail Managers.
SFN 2019 Presentation : Method of and system for processing signals sensed fr...Pierre-Majorique Léger
Presentation by Pierre-Majorique Léger and Sylvain Sénécal of the latest research latest patent from Tech3Lab. An example of the application of this new technology to the case of Walmart.com is presented. Chicago, Oct 22nd 2019.
Reference : Courtemanche, F., Fredette, M., Senecal, S., Leger, P. M., Dufresne, A., Georges, V., & Labonte-lemoyne, E. (2019). U.S. Patent No. 10,368,741. Washington, DC: U.S. Patent and Trademark Office.
This is part of the UX/UI workshop I conducted at SJCIT , Chikbalpur on 1st April 2019 .
UI/UX workshop is organized with an objective to provide students with understanding the value of user experience in product design and to have hands-on exposure to the Product Development process.
More details: http://desops.io/2019/03/31/ui-ux-workshop-for-startups-at-sjcit-chickballapur-1st-april-2019/
The Dream of ARThe Target MarketNumber of Pr.docxtodd701
The Dream of AR
The Target Market
Number
of
Professors teaching Number of Students enrolledUse of technology in classroom?Willingness to implement more tech usage?UG Government19,00042,813
✓
✓ ✓
✓UG Politics21,000Masters Government12,00026,321Masters Politics13,000Law School10,232 full-time
17,021 part-time38,392
Target Market Challenge
The education market has been around for 100’s of years
Unique structure
Same uniform curriculum
Are teachers and professors ready for the change?
Set in old ways
Expanding their horizon
Unique structure
Uniform curriculum
Well structured
well respected
?
Willing to change
Jt
Partners
Undergraduate and graduate school with democracy programs and organizations.
What courses and organizations exist now?
EDX: Massive open online course (MOCC)
The university of Missouri: Constitutionalism and Democracy series
Georgetown College: M.A. program in democracy and governance
ADP: a network focused on engaged citizens for our democracy. ( American Democracy project)
Colgate University: DM is a nonpartisan organization for educating people about the role of private money in politics and its impact on democracy.
Who:Herbert N. Ramy,Professor of Academic Support Director, Academic Support Program. Law Writing class.
Summary:
glad to use technical tools to help him to teach the class.
Just 5 points to the video game to willingness.(1-10)
Never uses Role simulation to teach students.
He didn’t exclude teaching with video games, but the content must match the courses.
Increase educational technology into undergraduate studies.
Conclusion:
He believes in technology, doesn't really use it, he cares about the relevance of content with his class content.
If we educate democracy in the form of video games, our audience may be particularly small.
For that, we gave up the video game instead of AR.
The interview with Law School professor
Survey Analysis
Do you prefer using hardcover textbooks or eBooks?
Do you think a cell phone or tablet can be valuable in class?
Do you think technology helps the learning process?
Survey Analysis Continued..
Imagine using your cell phones or tablets camera as a scanner, that scans a image on your eBook or textbook and then provides a better understanding of what you are learning through a pre recording of a professor speaking to you.Would you be interested?
Would you be interested in learning about a subject through an app you downloaded on your cell phone or tablet?
How can we promote democracy better?
AR
Because of target market challenge,
Give up video game
Choose Augmented Reality
What is Augmented Reality?
Augmented reality is an interactive experience of a real-world environment where the objects that reside in the real-world are "augmented"
computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, and olfactory.
Video:
https://w.
Motorcycles and the Art of Product DevelopmentShimon Shmueli
There is no aspect of product design and development that is not reflected in motorcycles. It is hard to think about a more intimate experience between a user and a product than the experience of riding a motorcycle, and Shimon can speak about it empathically and passionately both as a motorcyclist and as a product development expert. The lessons that can be learned, the analogies and metaphors, are extremely rich and insightful, even to those who never got close to a machine on two (or three) wheels.
The presentation is targeted to executives and professionals in the areas of product design, development, and marketing, and can be customized to specific areas of interest. Typically the presentation takes 60 minutes, but it can be reduced to 45 minutes, or extended to 120 minutes or more (workshop format).
This presentation is based on the very successful Design for Experience presentation given at various forums and that received excellent reviews.
GetHelp UI Interface and Interaction Design Case StudySu Yuen Chin
This is a case study I wrote as a handout to accompany a presentation I gave about User Interface and Interaction Design. The presentation slides are at http://www.slideshare.net/suyuen/get-help-ui-and-interaction-design-presentation
My conference on scientific projects conducted at UX Chaire in 2017-2018. Presentation at McMaster Digital Transformation Research Centre (MDTRC), DeGroote School of Business, McMaster University
The After Life App has great potential to compete with the ealehosickg3
The After Life App has great potential to compete with the existing clubbing software in the market. However, the app design work was conducted using insights collected from existing bibliographies as well as intensive market study. Most of the approaches used in this study enabled the designers to come with features that would capture Brighton students’ attention (Curtis, Lahiri and Brown, 2015). The major challenge that makes Android apps and Apple apps not to perform well in the current technology market is inadequate market research and reduced ability to address users’ needs.
Potential Frameworks, Techniques, and Theories
The positive impacts of the software can be measured using the general opinion given by users and its compatibility with internet connected devices. In this consideration, the PESTEL analysis was utilized at large to help the designers to install features that will stimulate positive usage of this application. This approach played a crucial role in guiding developers on how to create functions that would satisfy government and social needs (Joorabchi, Mesbah, and Kruchten, 2013). More importantly, the principle supported technological diversity where the app was engineered in such a way that it became flexible and easier to operate.
After launching a trial of this application, we witnessed a burgeoning development in user’s ability to control their clubbing ticketing behaviours. In this consideration, the app has been able to promote positive behaviour in the society and comply with the government rules and regulations. The goal of this app was to support operators in locating clubs of their choice at an affordable price (Song and Oh, 2016). Indeed, this app improves users’ ability to make sound clubbing decisions; thus, supporting ecological and legal considerations of this app.
The underlying hypothesis in the software development; the After Life App largely stimulates mental and physical impact on customers’ lives. Mainly, using this software client’s lifestyle is changed where they can only visit clubs which the app indicates (Pakroo, 2016). To a greater extent, when designing this App, the developers considered the software ability to enable long-lasting positive behaviours. The software plays a significant role in promoting user’s capability to locate secure clubbing sites which also offers high-quality services.
The other approach used in the design and development of this software is Tuckman principles. This model of software development ensured that the After Life software is beautiful to operate and it is entrenched on reminding customers about their best clubbing joints. In the quest to influence clients’ daily life, the team of developers remained focused since they had undergone Tuckman first and second stages, forming and storming where compatible individuals were selected. Notably, this approach argues that software developers need to solve or norm their differences to be able to come up with an app ...
The After Life App has great potential to compete with the e.docxmattinsonjanel
The After Life App has great potential to compete with the existing clubbing software in the market. However, the app design work was conducted using insights collected from existing bibliographies as well as intensive market study. Most of the approaches used in this study enabled the designers to come with features that would capture Brighton students’ attention (Curtis, Lahiri and Brown, 2015). The major challenge that makes Android apps and Apple apps not to perform well in the current technology market is inadequate market research and reduced ability to address users’ needs.
Potential Frameworks, Techniques, and Theories
The positive impacts of the software can be measured using the general opinion given by users and its compatibility with internet connected devices. In this consideration, the PESTEL analysis was utilized at large to help the designers to install features that will stimulate positive usage of this application. This approach played a crucial role in guiding developers on how to create functions that would satisfy government and social needs (Joorabchi, Mesbah, and Kruchten, 2013). More importantly, the principle supported technological diversity where the app was engineered in such a way that it became flexible and easier to operate.
After launching a trial of this application, we witnessed a burgeoning development in user’s ability to control their clubbing ticketing behaviours. In this consideration, the app has been able to promote positive behaviour in the society and comply with the government rules and regulations. The goal of this app was to support operators in locating clubs of their choice at an affordable price (Song and Oh, 2016). Indeed, this app improves users’ ability to make sound clubbing decisions; thus, supporting ecological and legal considerations of this app.
The underlying hypothesis in the software development; the After Life App largely stimulates mental and physical impact on customers’ lives. Mainly, using this software client’s lifestyle is changed where they can only visit clubs which the app indicates (Pakroo, 2016). To a greater extent, when designing this App, the developers considered the software ability to enable long-lasting positive behaviours. The software plays a significant role in promoting user’s capability to locate secure clubbing sites which also offers high-quality services.
The other approach used in the design and development of this software is Tuckman principles. This model of software development ensured that the After Life software is beautiful to operate and it is entrenched on reminding customers about their best clubbing joints. In the quest to influence clients’ daily life, the team of developers remained focused since they had undergone Tuckman first and second stages, forming and storming where compatible individuals were selected. Notably, this approach argues that software developers need to solve or norm their differences to be able to come up with an app ...
The After Life App has great potential to compete with the e.docxtodd801
The After Life App has great potential to compete with the existing clubbing software in the market. However, the app design work was conducted using insights collected from existing bibliographies as well as intensive market study. Most of the approaches used in this study enabled the designers to come with features that would capture Brighton students’ attention (Curtis, Lahiri and Brown, 2015). The major challenge that makes Android apps and Apple apps not to perform well in the current technology market is inadequate market research and reduced ability to address users’ needs.
Potential Frameworks, Techniques, and Theories
The positive impacts of the software can be measured using the general opinion given by users and its compatibility with internet connected devices. In this consideration, the PESTEL analysis was utilized at large to help the designers to install features that will stimulate positive usage of this application. This approach played a crucial role in guiding developers on how to create functions that would satisfy government and social needs (Joorabchi, Mesbah, and Kruchten, 2013). More importantly, the principle supported technological diversity where the app was engineered in such a way that it became flexible and easier to operate.
After launching a trial of this application, we witnessed a burgeoning development in user’s ability to control their clubbing ticketing behaviours. In this consideration, the app has been able to promote positive behaviour in the society and comply with the government rules and regulations. The goal of this app was to support operators in locating clubs of their choice at an affordable price (Song and Oh, 2016). Indeed, this app improves users’ ability to make sound clubbing decisions; thus, supporting ecological and legal considerations of this app.
The underlying hypothesis in the software development; the After Life App largely stimulates mental and physical impact on customers’ lives. Mainly, using this software client’s lifestyle is changed where they can only visit clubs which the app indicates (Pakroo, 2016). To a greater extent, when designing this App, the developers considered the software ability to enable long-lasting positive behaviours. The software plays a significant role in promoting user’s capability to locate secure clubbing sites which also offers high-quality services.
The other approach used in the design and development of this software is Tuckman principles. This model of software development ensured that the After Life software is beautiful to operate and it is entrenched on reminding customers about their best clubbing joints. In the quest to influence clients’ daily life, the team of developers remained focused since they had undergone Tuckman first and second stages, forming and storming where compatible individuals were selected. Notably, this approach argues that software developers need to solve or norm their differences to be able to come up with an app.
"Testing Our Value Proposition" by Adventure Lab - Venture Lab 2012Annie Paul
Although we haven't formally tested our hypothesized Value Proposition with businesses yet, our findings show End-User Value Proposition is in fact valid. (In our view, this is what matters the most as these end-users represent the driving force for the businesses that serve them.)
Our value proposition to businesses:
- Better audience engagement
- User-generated content
- Analytics
- Lead generation through discussion spread over different social channels
Our value proposition to end-users:
- Better discussion experience
- Richer experience with the ability to take notes, ask questions and see others' notes and questions IN context
- Social media integration of comments and discussions
- Higher retention as you get to highlight, write and annotate the video like you'd do with a book
Module 4 SLP, we return our focus from the specifics of informat.docxhelzerpatrina
Module 4 SLP, we return our focus from the specifics of information technologies and the formulation of ideal strategies to the wider world of real corporate behavior. Our emphasis now shifts to the actual implementation of information technologies and the sociotechnical dynamics that implementation not infrequently founders upon. No technical solution—however brilliantly designed or competently backstopped or elegantly integrated with other corporate plans—is any better than its implementation at the lowest levels of the system to which it is addressed. All too frequently, plans and solutions are developed in a vacuum apart from the context within which they are to be deployed and used. It is hard to overestimate the quantity of corporate resources that have been squandered on poor IT implementations over the years—to say that it would exceed the GNP of many third world countries would probably not be an exaggeration. Implementation is by no means an all-or-nothing proposition; even though the full measure of system changes may not be as successful as desired, there can often be positive local results, particularly if the implementation process is oriented toward learning as well as doing, or even more so, doing unto others. The one sure way to implementation failure is to assume that all knowledge resides in IT management—or even in management generally. Success is inevitably based on user involvement in varying degrees, generally more rather than less.
All modules in the course draw on everything that you have learned in the program; however, this module most specifically draws on your courses in computer-human interaction, systems development, and project management as well as on your general introductory courses. Implementation is a drawn-out process requiring effective collaboration among many different kinds of specialists and generalists, extended over time and across space, and requiring explicit attention to both the social and technical systems of the organizational units affected. Above all, implementation must be sensitive to feedback, resilient enough to deal with changing circumstances, personnel, and goals, and focused much more on the users than on the technologists. Effective implementation always embraces the fundamental sociotechnical criterion of "incompletion"—that is, the idea that no change process is ever "finished" as such, but that change is an ever-flowing river in which one set of adjustments is merely the prelude to another set. Sociotechnical life in organizations is a soap opera, not a novel. There is never a "happily ever after," just an ever-evolving and constantly reconfiguring cast of players and problems. Sometimes things get better; sometimes they get worse—but they will always be different.
Videos of Interest… Something to Think About…
Andrew McAfee discusses an array of revolutionary technologies that are replacing routine jobs with machines that can speak, understand, translate, and hear. McAfee bel.
Jennifer Wilson's (The Project Factory) presentation at Mumbrella's Health & ...Ruperta Daher
Jennifer Wilson, Director at The Project Factory, presented on Standing Out in the App Store: The Secret to Marketing Your Health App at Mumbrella's Health & Wellness Marketing Summit.
Question and Answers from - A benefits management framework for prioritising programmes webinar
Monday 17 February 2020
presented by:
Dr Hugo Minney
The link to the write up page and resources of this webinar:
https://www.apm.org.uk/news/a-benefits-management-framework-for-prioritising-programmes-webinar/
This supports the APM publication “A guide to using a benefits management framework” and takes participants through the implementation process:
https://www.apm.org.uk/book-shop/a-guide-to-using-a-benefits-management-framework/
Presentation slides:
https://www.slideshare.net/assocpm/a-benefits-management-framework-for-prioritising-programmes-webinar-17-february-2020
Comment mobiliser les neurosciences et l’intelligence numérique pour améliore...Pierre-Majorique Léger
Webinaire du 6 mai par Prof Pierre-Majorique Léger
Le Tech3Lab et la Chaire UX de HEC Montréal se spécialisent dans l'amélioration de l’expérience utilisateur (UX) vécue lors de l’apprentissage ou de l’utilisation de technologies de l’information, et ce en mobilisant grâce aux plus récentes avancées en intelligence numérique les données biophysiologiques massives générées lors de l’interaction et permettant de qualifier l’émotion et la cognition de l’utilisateur.
Cette conférence présente un résumé des avancées scientifiques et industrielles réalisées par les chercheurs du Tech3lab.
Des exemples concrets de collaborations avec les partenaires industrielles les Chaire UX seront présentés afin d’illustrer clairement les bénéfices de cette méthodologie unique et novatrice développée par les chercheurs de IVADO.
GetHelp UI Interface and Interaction Design Case StudySu Yuen Chin
This is a case study I wrote as a handout to accompany a presentation I gave about User Interface and Interaction Design. The presentation slides are at http://www.slideshare.net/suyuen/get-help-ui-and-interaction-design-presentation
My conference on scientific projects conducted at UX Chaire in 2017-2018. Presentation at McMaster Digital Transformation Research Centre (MDTRC), DeGroote School of Business, McMaster University
The After Life App has great potential to compete with the ealehosickg3
The After Life App has great potential to compete with the existing clubbing software in the market. However, the app design work was conducted using insights collected from existing bibliographies as well as intensive market study. Most of the approaches used in this study enabled the designers to come with features that would capture Brighton students’ attention (Curtis, Lahiri and Brown, 2015). The major challenge that makes Android apps and Apple apps not to perform well in the current technology market is inadequate market research and reduced ability to address users’ needs.
Potential Frameworks, Techniques, and Theories
The positive impacts of the software can be measured using the general opinion given by users and its compatibility with internet connected devices. In this consideration, the PESTEL analysis was utilized at large to help the designers to install features that will stimulate positive usage of this application. This approach played a crucial role in guiding developers on how to create functions that would satisfy government and social needs (Joorabchi, Mesbah, and Kruchten, 2013). More importantly, the principle supported technological diversity where the app was engineered in such a way that it became flexible and easier to operate.
After launching a trial of this application, we witnessed a burgeoning development in user’s ability to control their clubbing ticketing behaviours. In this consideration, the app has been able to promote positive behaviour in the society and comply with the government rules and regulations. The goal of this app was to support operators in locating clubs of their choice at an affordable price (Song and Oh, 2016). Indeed, this app improves users’ ability to make sound clubbing decisions; thus, supporting ecological and legal considerations of this app.
The underlying hypothesis in the software development; the After Life App largely stimulates mental and physical impact on customers’ lives. Mainly, using this software client’s lifestyle is changed where they can only visit clubs which the app indicates (Pakroo, 2016). To a greater extent, when designing this App, the developers considered the software ability to enable long-lasting positive behaviours. The software plays a significant role in promoting user’s capability to locate secure clubbing sites which also offers high-quality services.
The other approach used in the design and development of this software is Tuckman principles. This model of software development ensured that the After Life software is beautiful to operate and it is entrenched on reminding customers about their best clubbing joints. In the quest to influence clients’ daily life, the team of developers remained focused since they had undergone Tuckman first and second stages, forming and storming where compatible individuals were selected. Notably, this approach argues that software developers need to solve or norm their differences to be able to come up with an app ...
The After Life App has great potential to compete with the e.docxmattinsonjanel
The After Life App has great potential to compete with the existing clubbing software in the market. However, the app design work was conducted using insights collected from existing bibliographies as well as intensive market study. Most of the approaches used in this study enabled the designers to come with features that would capture Brighton students’ attention (Curtis, Lahiri and Brown, 2015). The major challenge that makes Android apps and Apple apps not to perform well in the current technology market is inadequate market research and reduced ability to address users’ needs.
Potential Frameworks, Techniques, and Theories
The positive impacts of the software can be measured using the general opinion given by users and its compatibility with internet connected devices. In this consideration, the PESTEL analysis was utilized at large to help the designers to install features that will stimulate positive usage of this application. This approach played a crucial role in guiding developers on how to create functions that would satisfy government and social needs (Joorabchi, Mesbah, and Kruchten, 2013). More importantly, the principle supported technological diversity where the app was engineered in such a way that it became flexible and easier to operate.
After launching a trial of this application, we witnessed a burgeoning development in user’s ability to control their clubbing ticketing behaviours. In this consideration, the app has been able to promote positive behaviour in the society and comply with the government rules and regulations. The goal of this app was to support operators in locating clubs of their choice at an affordable price (Song and Oh, 2016). Indeed, this app improves users’ ability to make sound clubbing decisions; thus, supporting ecological and legal considerations of this app.
The underlying hypothesis in the software development; the After Life App largely stimulates mental and physical impact on customers’ lives. Mainly, using this software client’s lifestyle is changed where they can only visit clubs which the app indicates (Pakroo, 2016). To a greater extent, when designing this App, the developers considered the software ability to enable long-lasting positive behaviours. The software plays a significant role in promoting user’s capability to locate secure clubbing sites which also offers high-quality services.
The other approach used in the design and development of this software is Tuckman principles. This model of software development ensured that the After Life software is beautiful to operate and it is entrenched on reminding customers about their best clubbing joints. In the quest to influence clients’ daily life, the team of developers remained focused since they had undergone Tuckman first and second stages, forming and storming where compatible individuals were selected. Notably, this approach argues that software developers need to solve or norm their differences to be able to come up with an app ...
The After Life App has great potential to compete with the e.docxtodd801
The After Life App has great potential to compete with the existing clubbing software in the market. However, the app design work was conducted using insights collected from existing bibliographies as well as intensive market study. Most of the approaches used in this study enabled the designers to come with features that would capture Brighton students’ attention (Curtis, Lahiri and Brown, 2015). The major challenge that makes Android apps and Apple apps not to perform well in the current technology market is inadequate market research and reduced ability to address users’ needs.
Potential Frameworks, Techniques, and Theories
The positive impacts of the software can be measured using the general opinion given by users and its compatibility with internet connected devices. In this consideration, the PESTEL analysis was utilized at large to help the designers to install features that will stimulate positive usage of this application. This approach played a crucial role in guiding developers on how to create functions that would satisfy government and social needs (Joorabchi, Mesbah, and Kruchten, 2013). More importantly, the principle supported technological diversity where the app was engineered in such a way that it became flexible and easier to operate.
After launching a trial of this application, we witnessed a burgeoning development in user’s ability to control their clubbing ticketing behaviours. In this consideration, the app has been able to promote positive behaviour in the society and comply with the government rules and regulations. The goal of this app was to support operators in locating clubs of their choice at an affordable price (Song and Oh, 2016). Indeed, this app improves users’ ability to make sound clubbing decisions; thus, supporting ecological and legal considerations of this app.
The underlying hypothesis in the software development; the After Life App largely stimulates mental and physical impact on customers’ lives. Mainly, using this software client’s lifestyle is changed where they can only visit clubs which the app indicates (Pakroo, 2016). To a greater extent, when designing this App, the developers considered the software ability to enable long-lasting positive behaviours. The software plays a significant role in promoting user’s capability to locate secure clubbing sites which also offers high-quality services.
The other approach used in the design and development of this software is Tuckman principles. This model of software development ensured that the After Life software is beautiful to operate and it is entrenched on reminding customers about their best clubbing joints. In the quest to influence clients’ daily life, the team of developers remained focused since they had undergone Tuckman first and second stages, forming and storming where compatible individuals were selected. Notably, this approach argues that software developers need to solve or norm their differences to be able to come up with an app.
"Testing Our Value Proposition" by Adventure Lab - Venture Lab 2012Annie Paul
Although we haven't formally tested our hypothesized Value Proposition with businesses yet, our findings show End-User Value Proposition is in fact valid. (In our view, this is what matters the most as these end-users represent the driving force for the businesses that serve them.)
Our value proposition to businesses:
- Better audience engagement
- User-generated content
- Analytics
- Lead generation through discussion spread over different social channels
Our value proposition to end-users:
- Better discussion experience
- Richer experience with the ability to take notes, ask questions and see others' notes and questions IN context
- Social media integration of comments and discussions
- Higher retention as you get to highlight, write and annotate the video like you'd do with a book
Module 4 SLP, we return our focus from the specifics of informat.docxhelzerpatrina
Module 4 SLP, we return our focus from the specifics of information technologies and the formulation of ideal strategies to the wider world of real corporate behavior. Our emphasis now shifts to the actual implementation of information technologies and the sociotechnical dynamics that implementation not infrequently founders upon. No technical solution—however brilliantly designed or competently backstopped or elegantly integrated with other corporate plans—is any better than its implementation at the lowest levels of the system to which it is addressed. All too frequently, plans and solutions are developed in a vacuum apart from the context within which they are to be deployed and used. It is hard to overestimate the quantity of corporate resources that have been squandered on poor IT implementations over the years—to say that it would exceed the GNP of many third world countries would probably not be an exaggeration. Implementation is by no means an all-or-nothing proposition; even though the full measure of system changes may not be as successful as desired, there can often be positive local results, particularly if the implementation process is oriented toward learning as well as doing, or even more so, doing unto others. The one sure way to implementation failure is to assume that all knowledge resides in IT management—or even in management generally. Success is inevitably based on user involvement in varying degrees, generally more rather than less.
All modules in the course draw on everything that you have learned in the program; however, this module most specifically draws on your courses in computer-human interaction, systems development, and project management as well as on your general introductory courses. Implementation is a drawn-out process requiring effective collaboration among many different kinds of specialists and generalists, extended over time and across space, and requiring explicit attention to both the social and technical systems of the organizational units affected. Above all, implementation must be sensitive to feedback, resilient enough to deal with changing circumstances, personnel, and goals, and focused much more on the users than on the technologists. Effective implementation always embraces the fundamental sociotechnical criterion of "incompletion"—that is, the idea that no change process is ever "finished" as such, but that change is an ever-flowing river in which one set of adjustments is merely the prelude to another set. Sociotechnical life in organizations is a soap opera, not a novel. There is never a "happily ever after," just an ever-evolving and constantly reconfiguring cast of players and problems. Sometimes things get better; sometimes they get worse—but they will always be different.
Videos of Interest… Something to Think About…
Andrew McAfee discusses an array of revolutionary technologies that are replacing routine jobs with machines that can speak, understand, translate, and hear. McAfee bel.
Jennifer Wilson's (The Project Factory) presentation at Mumbrella's Health & ...Ruperta Daher
Jennifer Wilson, Director at The Project Factory, presented on Standing Out in the App Store: The Secret to Marketing Your Health App at Mumbrella's Health & Wellness Marketing Summit.
Question and Answers from - A benefits management framework for prioritising programmes webinar
Monday 17 February 2020
presented by:
Dr Hugo Minney
The link to the write up page and resources of this webinar:
https://www.apm.org.uk/news/a-benefits-management-framework-for-prioritising-programmes-webinar/
This supports the APM publication “A guide to using a benefits management framework” and takes participants through the implementation process:
https://www.apm.org.uk/book-shop/a-guide-to-using-a-benefits-management-framework/
Presentation slides:
https://www.slideshare.net/assocpm/a-benefits-management-framework-for-prioritising-programmes-webinar-17-february-2020
Comment mobiliser les neurosciences et l’intelligence numérique pour améliore...Pierre-Majorique Léger
Webinaire du 6 mai par Prof Pierre-Majorique Léger
Le Tech3Lab et la Chaire UX de HEC Montréal se spécialisent dans l'amélioration de l’expérience utilisateur (UX) vécue lors de l’apprentissage ou de l’utilisation de technologies de l’information, et ce en mobilisant grâce aux plus récentes avancées en intelligence numérique les données biophysiologiques massives générées lors de l’interaction et permettant de qualifier l’émotion et la cognition de l’utilisateur.
Cette conférence présente un résumé des avancées scientifiques et industrielles réalisées par les chercheurs du Tech3lab.
Des exemples concrets de collaborations avec les partenaires industrielles les Chaire UX seront présentés afin d’illustrer clairement les bénéfices de cette méthodologie unique et novatrice développée par les chercheurs de IVADO.
Necessity is the mother of invention: Enabling remote measurement of user psy...Pierre-Majorique Léger
Like all other usability labs, HEC Montréal Tech3Lab had to put the in presence research activities with human subjects on hold early in the pandemic. As a result, the entire Tech3Lab scientific and professional team has embarked on a colossal effort to move data collection activities online. As necessity is the mother of innovations, the Techlab team has developed a new technological ecosystem called COBALT, enabling the precise and rich measurement of user psychophysiological reactions at a distance while interacting with an IT artifact. In this conference, Dr. Pierre-Majorique Léger comes back on the challenges his team overcome during the pandemic. He presents the wide range of long-lasting scientific opportunities that this new methodological ecosystem offers to the IS and HCI communities.
Bio:
Professor Pierre-Majorique Léger is a researcher, inventor and entrepreneur. He is a Full professor of IT at HEC Montreal and the senior chairholder of the NSERC Industrial Research Chair in User Experience (UX). His research seeks to improve the user experience (UX) while learning or using technology. He does this by analyzing massive amounts of bio-physiological data that are generated during human-IT interactions (HCI), which allows him to qualify emotion and cognitive responses in users. His current industrial research partners include Deloitte Digital, Sobeys, Desjardins, D-Box, Videotron, CN, NBC, CAE, CBC and BlueYonder. He is the co-director of the Tech3Lab, a research laboratory and devoted to the investigation of human factors in information technologies. He is also the principal inventor of ERPsim.
LA NÉCESSITÉ EST LA MÈRE DE L'INVENTION : Vers des tests utilisateurs à dista...Pierre-Majorique Léger
Comme toutes les autres organisations, le Tech3Lab a dû mettre en pause ses activités en laboratoire. Par conséquent, toute l’équipe scientifique et professionnelle du laboratoire a amorcé un effort colossal pour transférer les activités de tests utilisateurs en ligne. Tous les professionnels ont fait preuve d’une grande ingéniosité et de beaucoup de créativité pour développer de nouvelles procédures de manière à tester à distance les interfaces de nos partenaires. Comme la nécessité est la mère des innovations, l’équipe est arrivée à développer une nouvelle technologie de mesure des émotions à distance qui fera l’objet bientôt d’une déclaration d’invention.
Dans le but de faire un retour sur l’expérience du Tech3Lab ainsi que dans le but de partager les méthodologies de tests utilisateurs à distance développées et raffinées durant cette période, nous proposons d’offrir une conférence qui exposera les principaux défis de ce type de test utilisateur.
https://www.agiletourmontreal.com/session72?tab=day-2020-11-19
Conférence dans le cadre de Agile Tour Montréal 2020.
A conference presented virtually by Léger, Sénécal and Boasen on May 31st, 2020 at "Music and the Brain: A Story of Immersion" organized by St Edmund Hall Centre for the Creative Brain.
BRAIN-TO-SOCIETY DECISION AND BEHAVIOR SEMINAR : Measuring what users really ...Pierre-Majorique Léger
BRAIN-TO-SOCIETY DECISION AND BEHAVIOR SEMINAR Measuring what users really experience
USING NEUROSCIENCE TO INFORM INFORMATION SYSTEM RESEARCH
Conference at McGill University, February 28th 2020.
The Influence of Task Types on User Experience after a Web Interface UpdatePierre-Majorique Léger
Using cognitive script and cognitive lock-in theories, this paper presents the results of a user experience experiment that tested the user’s emotional and cognitive states when presented with a major redesign of a service provider’s website. A within-subjects design involved 57 participants, who engaged in both informational and transactional tasks during four consecutive visits to a financial institution’s website, generating a total of 772 observations. Psychophysiological data were collected as measures of cognitive load, emotional valence, and emotional arousal during users’ website visits. Results suggest that repeat visits to an updated website lead to decreased cognitive load and increased arousal. They also offered support for the moderating role of task type on the relationship between task repetition and the users’ emotional and cognitive responses. Specifically, transactional tasks were associated with a greater cognitive cost and lower valence than informational tasks during the initial visits to an updated site.
Presentation at SIG-HCI Conference Decembre 15th, In Munich. http://sighci.org/
In this literature review, we describe the Information Systems (IS) research using eye-tracking. Based on a sample of 60 papers published since 2008 in journals and conference proceedings, we examine i) what is the trend in eye-tracking IS research, ii) what types of experimental design have been used, iii) what types of metrics have been collected and iv) what constructs and topics have been investigated. We found that IS research using eye-tracking is broad in its research themes but concentrated in its methods of analysis. All the research is quantitative and mostly use fixation counts on computer desktop. A limited number of articles take advantage of pupil dilation measure or mobile eye-tracking. We call for broadening the methods of collection and analysis in eye-tracking IS research.
Optimisez la formation en ligne des utilisateurs : une nouvelle approche basé...Pierre-Majorique Léger
Conférence présentée le 3 décembre 2019 à la journée "Gestion de la Formation" organisé par Les Affaires. Présentée en collaboration avec David De Grandpré, Directeur Deloitte Digital, Montréal.
User Test: How Many Users Are Needed to Find the Psychophysiological Pain Poi...Pierre-Majorique Léger
Lamontagne, Charles, Sylvain Sénécal, Marc Fredette, Shang Lin Chen, Romain Pourchon, Yohan Gaumont, David De Grandpré, and Pierre-Majorique Léger. "User Test: How Many Users Are Needed to Find the Psychophysiological Pain Points in a Journey Map?." In International Conference on Human Interaction and Emerging Technologies, pp. 136-142. Springer, Cham, 2019.
Abstract : Abstract. The objective of this research is to investigate how many users are needed in usability testing to identify psychophysiological pain points (PPP) experienced by users during a human-computer interaction (HCI). Fifteen subjects were tested in a new user training context and results show that out of 15 participants, 82% of the total PPP were experienced after 9 participants. Calculations using 1000 trials of random orders were then performed to demonstrate the independence of the order. This research provides guidelines about what could be an ideal sample size for user test using psychophysiological measures.
Task Switching and Visual Discrimination in Pedestrian Mobile Multitasking: I...Pierre-Majorique Léger
Presentation at NeuroIS 2019 : With the growing use of smartphones in our daily life, mobile multitasking has become a widespread (and often dangerous) behavior. Research on mobile multitasking thus far only focuses on a limited number of IT tasks that can be performed with a smartphone: talking, listening to music, and texting. Thus, we do not know the extent to which these results generalize to other types of mobile multitasking behaviors such as reading while walking and gaming while walking. Also, we do not know the extent to which motor movement through physical space (i.e., walking vs. only standing) affects this phenomena. The current paper reports on an ongoing research that explores these questions. Our preliminary results suggest that mobile and standing multitasking leads to the inability to perceive incoming stimuli. Gaming appears to be the most dangerous mobile multitasking task for pedestrians.
Comment réduire le cybermalaise de la réalité virtuelle ?
La réalité virtuelle peut nous faire croire à un monde parallèle, mais notre organisme, lui, n’est pas toujours dupe. Il peut réagir en causant une variété de symptômes, allant du bref inconfort jusqu’à des nausées et étourdissements prolongés. Ce mal du virtuel – ou cybermalaise – affecte un grand nombre d’utilisateurs. Cette conférence présente une étude récente, menée en collaboration avec la firme D-BOX Technologies, sur les effets de l’utilisation d’un mouvement parfaitement aligné sur les stimuli virtuels afin d’augmenter l’immersion et de réduire le cybermalaise des utilisateurs.
Pierre-Majorique Léger, HEC
Professeur Pierre-Majorique Léger est un chercheur, inventeur et entrepreneur. Ses recherches visent à améliorer l’expérience utilisateur (UX) vécue lors de l’apprentissage ou de l’utilisation d’une technologie d’information (TI), et ce, en mobilisant les données biophysiologiques massives générées lors de l’interaction et permettant de qualifier l’émotion et la cognition de l’utilisateur. Il est détenteur d’un Ph.D. en génie industriel de l’École Polytechnique de Montréal et d’un postdoctorat en technologies de l’information de HEC Montréal et du NYU Stern School of Business. Il est professeur à HEC Montréal en TI, mais également professeur invité à la prestigieuse Tuck School of Business du Dartmouth College et au Henry B. Tippie School of Management de l’University of Iowa. Récemment, il est devenu le titulaire de la Chaire de recherche industrielle CRSNG-Prompt en expérience utilisateur financée par les gouvernements du Québec et du Canada, mais aussi en partenariat avec des entreprises québécoises pour la recherche en expérience utilisateur soit Deloitte Digital, Sobeys, Mouvement Desjardins, D-Box, Videotron and JDA Software. Il est l’auteur d’une cinquantaine d’articles scientifiques arbitrés, d’une dizaine de déclarations d’invention et le fondateur de plusieurs start-ups.
Conférence de Dr Pierre-Majorique Léger dans le cadre de la 11e Journée professionnelle de BAnQ. L’usage de la bibliothèque : une expérience globale. Montréal, Québec, 22 mars 2018
Impact of Information Technology Multitasking on Hedonic Experience Pierre-Majorique Léger
Conference at SIG-HCI 2018 in San Francisco. In collaboration with D-Box.
Authors :
Armel Quentin Tchanou HEC Montréal, Montréal, Canada armel-quentin.tchanou@hec.ca
Félix Giroux HEC Montréal, Montréal, Canada felix.giroux@hec.ca
Pierre-Majorique Léger
HEC Montréal, Montréal, Canada pierre-majorique.leger@hec.ca
Sylvain Senecal HEC Montréal, Montréal, Canada sylvain.senecal@hec.ca
Jean-François Ménard
D-BOX Technologies inc., Longueuil, Canada
jfmenard@d-box.com
This study investigates the impact of information technology (IT) multitasking on multisensory hedonic experience. Existing literature extensively studies the impact of IT multitasking on user experience in a professional context but still lacks insight regarding this influence in a hedonic context. This study contributes to the literature by examining how technology can alter pleasure induced by hedonic activities. In a context of engaged IT interaction along with multisensory music listening, we hypothesize that the multisensory factor positively influences emotional reaction. We also hypothesize that IT interaction will degrade the hedonic experience. We conducted a multi-method experiment using both explicit (questionnaires) and implicit (automatic facial analysis, and electrodermal activity) measures of emotional reactions. Results support our hypotheses and highlight the importance of avoiding multitasking with technology during passive hedonic activities for better experience. Future research may examine IT multitasking’s influence on active hedonic activities.
Conférence du Prof. Pierre-Majorique Léger. La video du reportage de Dbox est disponible sur le site suivant :
https://curio.ca/fr/video/combattre-les-cybermalaises-17303/
Personal Brand Statement:
As an Army veteran dedicated to lifelong learning, I bring a disciplined, strategic mindset to my pursuits. I am constantly expanding my knowledge to innovate and lead effectively. My journey is driven by a commitment to excellence, and to make a meaningful impact in the world.
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Falcon stands out as a top-tier P2P Invoice Discounting platform in India, bridging esteemed blue-chip companies and eager investors. Our goal is to transform the investment landscape in India by establishing a comprehensive destination for borrowers and investors with diverse profiles and needs, all while minimizing risk. What sets Falcon apart is the elimination of intermediaries such as commercial banks and depository institutions, allowing investors to enjoy higher yields.
The world of search engine optimization (SEO) is buzzing with discussions after Google confirmed that around 2,500 leaked internal documents related to its Search feature are indeed authentic. The revelation has sparked significant concerns within the SEO community. The leaked documents were initially reported by SEO experts Rand Fishkin and Mike King, igniting widespread analysis and discourse. For More Info:- https://news.arihantwebtech.com/search-disrupted-googles-leaked-documents-rock-the-seo-world/
Accpac to QuickBooks Conversion Navigating the Transition with Online Account...PaulBryant58
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RMD24 | Debunking the non-endemic revenue myth Marvin Vacquier Droop | First ...BBPMedia1
Marvin neemt je in deze presentatie mee in de voordelen van non-endemic advertising op retail media netwerken. Hij brengt ook de uitdagingen in beeld die de markt op dit moment heeft op het gebied van retail media voor niet-leveranciers.
Retail media wordt gezien als het nieuwe advertising-medium en ook mediabureaus richten massaal retail media-afdelingen op. Merken die niet in de betreffende winkel liggen staan ook nog niet in de rij om op de retail media netwerken te adverteren. Marvin belicht de uitdagingen die er zijn om echt aansluiting te vinden op die markt van non-endemic advertising.
[Note: This is a partial preview. To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
Sustainability has become an increasingly critical topic as the world recognizes the need to protect our planet and its resources for future generations. Sustainability means meeting our current needs without compromising the ability of future generations to meet theirs. It involves long-term planning and consideration of the consequences of our actions. The goal is to create strategies that ensure the long-term viability of People, Planet, and Profit.
Leading companies such as Nike, Toyota, and Siemens are prioritizing sustainable innovation in their business models, setting an example for others to follow. In this Sustainability training presentation, you will learn key concepts, principles, and practices of sustainability applicable across industries. This training aims to create awareness and educate employees, senior executives, consultants, and other key stakeholders, including investors, policymakers, and supply chain partners, on the importance and implementation of sustainability.
LEARNING OBJECTIVES
1. Develop a comprehensive understanding of the fundamental principles and concepts that form the foundation of sustainability within corporate environments.
2. Explore the sustainability implementation model, focusing on effective measures and reporting strategies to track and communicate sustainability efforts.
3. Identify and define best practices and critical success factors essential for achieving sustainability goals within organizations.
CONTENTS
1. Introduction and Key Concepts of Sustainability
2. Principles and Practices of Sustainability
3. Measures and Reporting in Sustainability
4. Sustainability Implementation & Best Practices
To download the complete presentation, visit: https://www.oeconsulting.com.sg/training-presentations
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How to plan and execute an ecologically valid NeuroIS study
1. PIERRE-MAJORIQUE LÉGER, Ph.D.
NSERC-Prompt Industrial Research Chair in User Experience
Co-director Tech3Lab, Director ERPsim Lab
June 4 2019, Vienna, Austria.
How to plan and execute
an ecologically
valid NeuroIS study
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from a wide range of industries
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