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eye tracking
usability test
experience design
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qualitative research
antropological marketing
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Valeria Giannelli
The Sixth W
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With is The Sixth W
With people
Mixed methods approach
Within and “without” experiences
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Laboratories
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Research into Experiences
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Design for Experiences
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Marketing with Experiences
Visibility and search paths
Measurements and relevance
Content and relationships
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Online Surveys
The Value of Time in User Experience
Brands that make their voices heard (and know how to listen)
Sound Information Architecture: the case of the Sirens for Acqua Alta in Venice
Data analysis and privacy: the balance in analytics cookies
When Technology Block Becomes an Invitation to Human Listening
Listening to people also involves data: GA4 Data Import
Chocolate: our research together with customers to rethink the experience of brand and product
SEO positioning: evolution and aspects to reconsider
Listening to include: the right words for more inclusive communication
Designing the best gaming experience: our research for the toy industry
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Valeria Giannelli
Valeria Giannelli
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Research into Experiences
Wellbeing and efficacy of anti-aging creams: people’s experiences
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Research into Experiences
TV commercials and analysis of psychophysiological responses
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Research into Experiences
Mouseflow, usability tests and the importance of listening to people
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Research into Experiences
Improving people’s experience with electroencephalogram (EEG)
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Research into Experiences
How brand perception changes depending on cognitive load and emotional intensity during navigation
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Research into Experiences
People and social media: our research to design more effective experiences and content
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Research into Experiences
Screen size as a variable for designing better experiences with people
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Experiences in our projects
Unired: how to measure the effectiveness of a dietary supplement by listening to people
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Sound Information Architecture: the case of the Sirens for Acqua Alta in Venice
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Data analysis and privacy: the balance in analytics cookies
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The power of smell in creating immersive experiences