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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
121

Application and Validation of the UEQ KPI in a hedonic context : A context-only extension study in the form of an online survey on Netflix

Blunck, Kim January 2020 (has links)
The aim of the study was to replicate and validate the UEQ KPI introduced by Hinderks et al. (2019) in a context-only extension study by applying it to a product with high hedonic qualities, namely Netflix. The secondary research aim was to identify areas of improvement for Netflix’ user experience. An online survey was conducted with a positivist research philosophy and a deductive research approach in order to achieve the research aims. The chosen methodology proved to be appropriate and effective. The UEQ KPI was confirmed to be a valid methodology to evaluate products with high hedonic qualities. This study hence contributed to the validity of the UEQ KPI and to its generalisability. Certain areas of improvement and their perceived importance for Netflix’ UX were identified, listed from most to least promising: Efficiency, Stimulation and the Novelty. However, as the UEQ KPI is fairly new, more research on this topic is necessary to further validate it. Certainly, this topical development in UX research was proven to be a promising approach to assess the UX of products with different characteristics in a cheap, fast and accurate way.
122

Untersuchung des Zusammenhangs von Presence und User Experience in der Virtuellen Realität als Grundlage für die Entwicklung von Trainingssystemen und Medizinprodukten in der Chirurgie

Lorenz, Mario 03 July 2020 (has links)
Die Dissertation untersucht grundlegende psychologische Faktoren für die Nutzbarmachung der Potentiale von Virtueller Realität für die chirurgische Ausbildung und Medizinprodukteentwicklung.:I Abkürzungsverzeichnis .................................................................................................................... 4 II Abbildungsverzeichnis..................................................................................................................... 5 1 Einführung in die Thematik ............................................................................................................. 6 1.1 Einsatz von Virtual Reality in Medizin und Chirurgie .............................................................. 6 1.1.1 Virtual Reality für chirurgisches Training und Telechirurgie ........................................... 6 1.1.2 Virtual Reality in der Therapie und Rehabilitation.......................................................... 7 1.2 Presence, User Experience und Usability ................................................................................ 8 1.2.1 Begriffe ............................................................................................................................ 8 1.2.2 Verwendete Messmethoden für Presence, User Experience und Usability ................. 10 1.3 Potentiale von Virtual Reality in der Medizinproduktentwicklung....................................... 11 1.4 Motivation und Ziele der Arbeit............................................................................................ 13 1.5 Experimenteller Aufbau ........................................................................................................ 16 1.5.1 Studienaufbau ............................................................................................................... 16 1.5.2 Experimentaltechnik...................................................................................................... 20 2 Publikationsmanuskripte............................................................................................................... 22 2.1 Brade, J., Lorenz, M. et al. (2017). Being there again – Presence in real and virtual environments and its relation to usability and user experience using a mobile navigation task..... 22 2.2 Lorenz, M. et al. (2018). Presence and User Experience in a Virtual Environment under the Influence of Ethanol: An Explorative Study....................................................................................... 35 2.3 Diskussion.............................................................................................................................. 51 3 Zusammenfassung der Arbeit ....................................................................................................... 53 3.1 Hintergrund ........................................................................................................................... 53 3.2 Ziele ....................................................................................................................................... 53 3.3 Methoden.............................................................................................................................. 54 3.4 Ergebnisse.............................................................................................................................. 54 3.5 Schlussfolgerungen................................................................................................................ 55 4 Literaturverzeichnis....................................................................................................................... 56 III Darstellung des eigenen Beitrags.................................................................................................. 64 IV Erklärung über die eigenständige Abfassung der Arbeit............................................................... 66 V Wissenschaftliche Veröffentlichungen und Vorträge ................................................................... 67 VI Danksagung ................................................................................................................................... 73
123

Kvinnors karriärval inom IT-branschen : En kvalitativ studie om kvinnors karriärval inom IT-branschen med fokus på User Experience Design

Sivén, Annie, Möllenhoff, Nichole January 2020 (has links)
Följande kandidatuppsats är en kvalitativ studie angående kvinnors yrkesval inom IT- branschen med fokus på User Experience Design. Syftet med studien är att undersöka varför kvinnor i allt större utsträckning söker sig till UX Design, då man inte ser denna utveckling i övriga professioner inom IT. Problemområdet blir därmed att studera om det finns någon problematik som kvinnor möter inom sin utbildning eller på sin arbetsplats. Flera företag har uppmärksammat kvinnors intresse för UX Design. Detta främst på grund av att de kvinnliga medarbetarna inom arbetsgrupper inriktade på UX Design vid flertalet fall är i majoritet, vilket inte hör till vanligheten inom IT-professioner. År 2016 stod kvinnor för majoriteten av konsultroller inom UX Design, samt av UX-talanger stod kvinnor för dryga 80 %. Statistik från UHR år 2019 tyder på att skillnaderna mellan män och kvinnor inom utbildningar inriktade på UX Design, inte var speciellt stora. I studien har sju intervjuer utförts, där tre av respondenterna är verksamma inom UX Design och resterande fyra deltagare studerar eller arbetar inom andra professioner i IT-branschen. Av respondenterna var det en blandning av män och kvinnor, varav tre är män samt fyra är kvinnor. Resultatet tyder på att det finns ett flertal aspekter till varför kvinnor söker sig till UX Design. En av dessa faktorer kan vara att den sociala miljön stimulerar kreativiteten. Det finns kvinnliga förebilder där vilket ger en trygghet som inte är lika given i en mansdominerad profession. Det kan även finnas en brist av manliga förebilder som stöttar vilket också kan vara en bidragande faktor, samt att kvinnor har en felaktig bild av vad IT som yrke omfattar. / The following bachelor thesis is a qualitative study on women's participation in the IT-industry which focuses on User Experience Design. The purpose of the study is to investigate how women find themselves looking for UX Design over other IT-professions. This is to see what obstacles women face in their education as well as in their workplace, and thus be able to obtain improvements to be made. Several companies have drawn attention to women's interest in UX Design. This is mainly due to the fact that the majority of female employees, within working groups focused on UX Design, are in the majority of cases, which is not a common practice in IT-professions. In 2016, women accounted for the majority of consulting roles within UX Design, and of UX talents, women accounted for just over 80 %. Statistics from UHR in 2019 show that the differences between men and women in education focused on UX Design, were not particularly large. In most cases, the men were even a minority. The study has done seven interviews where three of the participants have worked in UX Design and the remaining four work in other professions in the IT-industry. Out of the participants, there was a mix of men and women, where three were men and four were women. The results show that there are a number of factors why women are choosing a career in UX Design. It may be because it is a social environment that stimulates creativity, there are female role models which provides a security that is not as given in a male-dominated profession. It can also be due to a lack of male role models who support the women interested in the industry, and lastly that women have an incorrect image of what IT as a profession encompasses.
124

Improving the efficiency and sustainability of indoor climate commissioning : How user experience design can improve the commissioning process

Ziai, Milad, Polli Ghedin, Silvio, Lindstrand, Sofie January 2022 (has links)
Buildings consume a significant portion of the world's overall electricity consumptionand it is critical for people's well-being and performance to have a good indoor climate. This is projected to rise as living conditions improve and climate change occurs. This means that energy-efficient interior climate systems are critical, and it is a worthwhile topic to research. This Master Thesis is focused on the topic of indoor climate and how user experience design can improve efficiency and sustainability in the commissioning process. In addition to being a topic that is not much explored, the longer it takes to install wireless systems, the more expensive and more harmful it is to construction sites. The aim of this study was to identify challenges that users face during the commissioning process. Another aim of this research was to investigate what are the improvement opportunities in the indoor climate commissioning process. The final aim of this study is an artifact that has been created with suggested actions that address the identified challenges that users encounter during the commissioning process. The methods chosen for this research will be a combination of qualitative and quantitative research, known as a mixed-method approach. This approach will be used to obtain answers to the study's research questions. The outcome of the survey and interviews with employees who have participated in the commissioning processsomehow will enable us to answer the research questions. The project includes, for example, user studies, technical studies, and the development of new concepts.
125

Digitalisering av fastigheter : En användaranpassad kontrollpanel för IOT-enheter / Digitization of real estates : A user-friendly control panel for IOT devices

Linner, Hannes January 2020 (has links)
This degree project is a design project that investigates digitization in the real estate industry and examines how far the real estate industry has come regarding the integration of new technology. The study highlights how companies work today and what problems and needs can be facilitated through digitization, more specifically the technology IoT (Internet Of Things). IoT makes it possible to connect different devices and sensors to the Internet in order to read information or control the functionality. The study is based on qualitative interviews which are analyzed through methods within User Experience (UX). The target group for the study is people who work with operation and maintenance of real estates. By creating personas and scenarios for the relevant target group, a greater understanding is created of how they work today along with what problems and needs they experience within their professional roles. Through methods within the User Interface (UI) a prototype is created which illustrates the information that is significant to the target group. The information from the properties is communicated via IoT devices. To enable communication between devices and prototype, the system Yggio is used, an API (Application Programming Interface) which is provided by the company Sensative. The study shows how a user-friendly interface can look, function and facilitate work in the real estate industry.
126

Was können wir von Ablehnung lernen?: Eine Befragung von NichtnutzerInnen im Kontext einer Produktentwicklung

Augustin, Laura, Pfrang, Sabrina, Kokoschko, Björn, Wolffram, Andrea, Schabacker, Michael 06 September 2021 (has links)
Die Humanzentrierung stellt den Menschen in den Mittelpunkt der (Weiter-)Entwicklung von (neuen) Produkten. Der Fokus liegt jedoch hierbei hauptsächlich auf den Menschen, die das betreffende Produkt besitzen oder nutzen. Nichtnutzung und Ablehnung wird im Kontext der NutzerInnenfreundlichkeit allerdings seltener betrachtet, kann jedoch wertvollen Input für eine Produktentwicklung bieten, indem mehr als nur das Negativfeedback von Nutzenden betrachtet wird. Dieser Beitrag befasst sich mit dem Thema Nichtnutzung im Kontext der Produktentwicklung und wie der Aspekt Ablehnung zukünftig eingebunden werden kann. Im Rahmen einer Fallstudie werden NutzerInnen und NichtnutzerInnen von Kaffeeautomaten über ihre Nutzung bzw. Ablehnung des Produkts befragt, um die Ergebnisse anschließend für eine umfassende Produktentwicklung aufzubereiten. Es wird untersucht inwiefern sich die Ergebnisse unterscheiden und welche davon für eine Produktentwicklung wertvoller sind. Es werden Vorschläge gemacht, wie die Ergebnisse aufbereitet werden können, zum Beispiel mithilfe der sogenannten Non-Persona, die das Konzept der Persona auf Nichtnutzung übersetzt. Abschließend werden Empfehlungen für die zukünftige Einbindung von NichtnutzerInnen in der Produktentwicklung gegeben.
127

Initial trust in e-health systems : How surface level user experience design can influence trust formation

Billqvist Ung, Malin, Neveceral, David January 2020 (has links)
As e-health systems are becoming more common and necessary, it is an important field to explore. One important part that has not yet been explored enough is the formation of trust within e-health. An established approach to help formation of trust in other fields is that of user experience design. This Master thesis is focused on the topic of trust formation of first-time e-health service users and how user experience design can influence trust formation. For fulfilling the purpose, the method of think-aloud and semi-structured interviews were chosen. In addition to that, a prototype of an e-health service was developed. The outcome of the interviews was examined through a thematic analysis in order to answer the research questions. Based on the analysis, new aspects which influence trust formation on the surface level were identified, as well as some previously known were confirmed. The themes which are overlapping with previously conducted studies are Design feeling and Element placement. The newly identified themes contain Consistency, Colour and some aspects of Reading experience. The reasons for the identified aspects were categorized into the two themes of Craftsmanship and Expectations. Those findings were compared with previous studies, and recommendations for future research were formulated.
128

"Smell the horse, dad" : A qualitative case study on using scents as a sensory tool to bridge historical information through embodied storytelling within a museum / "Lukta på hästen, pappa" : En kvalitativ fallstudie om användning av dofter som ett sensoriskt verktyg för att överbrygga historisk information genom embodied storytelling inom ett museum

Andersson, Jessica January 2023 (has links)
The thesis was conducted as the master thesis for a Master's in innovation and design. The aim of this thesis was to investigate in what ways scent can be used as an olfactory stimulation within exhibitions and to access the possible effects that occur from bridging historical contexts with scent within the exhibitions – as a tool for embodied storytelling. The olfactory study focuses on Leksmedjan Smetuna in Rademachersmedjorna, Eskilstuna. The thesis theoretical framework presents theories on sense of smell, museum experiences, storytelling, and embodied storytelling. A space analysis and a qualitative interview with a museum pedagogue at Västermanland´s county museum. An observational smellscape with different scented elements is conducted as well, with visiting children at Leksmedjan Smetuna in Rademachersmedjorna – where children get the chance to experience historical scents from the 17th century, through their sense of smell. This with the aim to visualize the physical-, emotional- and social effects that occur during children´s sensory museum experiences. The scented elements for the observational smellscapes were designed and produced during the thesis design process and are based on theoretical and empirical data collection. The results of the thesis bring forth important perspectives regarding children´s sensory museum experiences that incorporate scented elements. / Examensarbetet genomförs som ett examensarbete för en Master i innovation och design. Syftet med denna studie är att undersöka på vilka sätt doft kan användas som luktstimulering inom utställningar, samt att visualisera möjliga effekter som uppstår genom att överbrygga historiska sammanhang med hjälp av doft inom utställningar – som ett verktyg för embodied storytelling. Doftstudien fokuserar på Leksmedjan Smetuna i Rademachersmedjorna, Eskilstuna. Studiens teoretiska ramverk presenterar teorier om människans luktsinne, museiupplevelser, storytelling med en fördjupning av embodied storytelling. Studiens empiriska metodarbete utgörs av en rumsanalys och en kvalitativ intervju med en museipedagog på Västermanlands länsmuseum. Metodarbetet inkluderar även en observerande smellscapes med besökande barn på Leksmedjan Smetuna i Rademachersmedjorna, Eskilstuna – där barnen får chansen att uppleva historiska dofter från 1600-talet, genom sitt luktsinne. Detta i syfte att visualisera de fysiska-, emotionella- och sociala effekterna som uppstår under barns sensoriska museiupplevelser av studiens doftelement. Doftelementen som ingår i studiens observerade smellscapes, designades och producerades under studiens designprocess och baseras på den teoretisk och empirisk datainsamling. Studiens resultat lyfter fram viktiga perspektiv på barns sensoriska museiupplevelser som innehåller doftelement.
129

Förbättringsförslag för digitala lärplattformar i högre utbildning - en kvalitativ studie

Slutbäck, Tim, Nyman, Martin January 2023 (has links)
Denna studie behandlar problemet med ojämn struktur och design hos lärplattformar, brist på struktur kan innebära svårigheter med att hitta information vilket kan ha negativ påverkan på studenters upplevelser. Därför blev forskningsfrågan: hur kan strukturen och designen på lärplattformar förbättras för att öka studenternas studieupplevelse? Syftet med studien är att belysa de problem och frustrationer som kan uppstå när universiteten använder sig av allt fler digitala verktyg samt sammanställa förbättringsförslag för framtida kurshemsidor. Studien är kvalitativ och använder sig av en design-baserad forsknings metodik där två tester utfördes. Det första testet utfördes på en befintlig kurshemsida och det andra testet utfördes på en prototyp. Den nya prototypen skapades för studien med en ökad grad av standardiserad struktur som sedan kom att testas av universitetsstudenter. Prototyputvecklingen var iterativ och för att utvärdera sidan användes användbarhetstester med CTA (Concurrent think aloud) och en uppföljande semistrukturerad intervju. Data samlades in och analyserades med hjälp av en tematisk analys. Urvalet bestod av 9 st IT-studenter från Stockholms Universitet med erfarenhet av iLearn och valdes ut med hjälp av ett strategiskt urval. Resultatet visade att studenter upplever att en ökad grad av standardiserad struktur och stilsättning leder till att kurshemsidorna blir enklare att navigera och att det är därför viktigt att ta hänsyn till dessa faktorer vid utvecklingen av nya kurshemsidor. På det första testet uppfattade studenter det som att kurshemsidan har en låg grad av standardisering och att det kan leda till bland annat att man missar viktig information vilket kan vara frustrerande och stressande. Det kom vidare fram att det finns problem när stilsättningen är inkonsekvent eftersom det skadar läsbarheten på sidan. Under det andra testet upplevdes de största problemen såsom ordningsföljden och stilen som lösta. Som resultat av studien upptäcktes ett flertal viktiga faktorer som kan innebära mindre stress och oro för studenter kopplat till kurshemsidans utformning. Av dessa faktorer upplever studenter att ordningsföljden av innehållet var mycket viktig. Innehållet bör ordnas efter 1) grad av generalitet 2) Hur viktig informationen är 3) I kronologisk ordning. Vidare upplever studenterna att stilsättningen även den är viktig. Fokus är där på att stilsättningen är konsekvent, att viktig information sticker ut och att innehållet av en rubrik eller länk har en tydlig beskrivning. En viktig slutsats som kan dras är att hur svårt det är att hitta information har en negativ påverkan på studenters studieupplevelse. Det visades vara viktigt att informationen kategoriseras på ett bra sätt där relaterat innehåll bör vara placerat på samma plats eftersom det annars finns en ökad risk att studenterna missar informationen. I övrigt upplevde studenter att en ny funktion med en samlad inlämningslåda är mycket positiv eftersom det skulle minska risken med att missa inlämningar när de är utspridda på flera sidor. Om utvecklare tar större hänsyn till dessa faktorer kan det leda till en förbättrad studieupplvelse för framtida studenter. / This study deals with the problem of the lack of structure and design of learning platforms. Lack of structure can mean difficulties in finding information which can have a negative impact on students' experiences. Therefore, the research question became: how can the structure and design of learning platforms be improved to increase the students' study experience? The purpose of the study is to shed light on the problems and frustrations that can arise when universities use more and more digital tools and to compile proposals for future course websites. The study is qualitative and uses a design-based research methodology where two tests were performed. The first test was performed on an existing course homepage and the second test was performed on a prototype. The new prototype was created with an increased degree of standardized structure which was then tested by university students. The prototype development was iterative, the prototype was evaluated with usability tests, CTA (Concurrent think aloud) and a follow-up semi-structured interview. Data were collected and analyzed using a thematic analysis. The sample consisted of 9 IT students from Stockholm University with experience of iLearn and were selected using a strategic selection. The results showed that students feel that an increased degree of standardized structure and style leads to course homepages becoming easier to navigate and that it is therefore important to take these factors into account when developing new course homepages. On the first test, students perceived that the course website has a low degree of standardization and that it can lead to, among other things, missing important information, which can be frustrating and stressful. It was further revealed that there are problems when the style setting is inconsistent because it damages the readability of the page. During the second test, the biggest problems such as order and style were perceived as solved. As a result of the study, a number of important factors were discovered that can lead to less stress and anxiety for students linked to the design of the course website. Of these factors, students felt that the order of the content was very important. The content should be arranged by 1) degree of generality 2) How important the information is 3) In chronological order. Furthermore, the students feel that style is also important. The focus is there on the style being consistent, that important information stands out and that the content of a heading or link has a clear description. An important conclusion that can be drawn is that how difficult it is to find information has a negative impact on students' study experience. It was therefore shown to be important that the information is categorized in a good way where related content should be placed in the same place because otherwise there is an increased risk of the students missing the information. Otherwise, students felt that a new feature with a consolidated submission box is very positive as it would reduce the risk of missing submissions when they are spread over several pages. If developers pay more attention to these factors, it can lead to an improved study experience for future students.
130

How to create interaction moments at concerts : Designing user experiences

Möller, Rebecka January 2018 (has links)
The concert industry has been expanded enormously the last couple of years. At the same time as the increasing engagement for concerts, the digital market is growing rapidly. Today during concerts, people use their smartphones to send text messages, connect on social media, take photos, record film clips, and use the flashlight function in a replacement of a lighter. This behaviour may be perceived as a distracting moment and instead moves the person’s focus from the live performance to the phone. The distracting moment can be solved by making an application that makes the interaction more enjoyable through the study of user experience. This can lead to more focus on the music and therefore, enhance the concert experience. In this project, the work behind the development of designing prototypes is described. The method used in the thesis is the process of Design Thinking. The process is divided into a five-step model: empathize, define, ideate, prototype and test. The result presents three prototypes that are based on digital competitions that interact the audience during a concert experience. At the end of the thesis, a discussion about how to secure a positive outcome of interacting the audience and the artist is presented. The conclusion was that the interactions have good potential to work in a concert environment, but the interactions need to be additionally tested to secure a positive outcome. Another conclusion was that the time before a concert has more scope to make interactions work well and to not distract the users from the live performance. / Konsertindustrin har expanderat enormt de senaste åren. Samtidigt som det ökande engagemanget för konserter, växer den digitala marknaden snabbt. Idag använder publiken sina mobiltelefoner under en konsert för att skicka textmeddelanden, ansluta på sociala medier, ta foton, spela in filmklipp och använda ficklampans funktion som en tändare. Det här beteendet kan uppfattas som ett distraherande ögonblick och i stället flytta personens fokus från konserten till telefonen. Det distraherande ögonblicket kan undvikas genom en studie av användarupplevelse som gör att en mobilapplikation gör samspelet smidigare. Det kan leda till mer fokus på musiken och genom det förbättra konsertupplevelsen. I det här projektet beskrivs arbetet bakom utvecklingen av prototyper. Metoden som används i rapporten är processen Design Thinking. Processen är uppdelad i en femstegsmodell: sympatisera, definiera, föreställa, prototyp och testa. Resultatet presenterar tre prototyper som bygger på digitala tävlingar som interagerar publiken under en konsertupplevelse. I slutet av rapporten presenteras en diskussion om hur man kan få ett positivt resultat av att interagera publiken och artisten med varandra. Slutsatsen var att interaktionerna har god potential att fungera i en konsertmiljö, men interaktionerna måste testas ytterligare för att säkerställa ett positivt resultat. En annan slutsats var att tiden före en konsert har mer spelrum för interaktionerna att fungera bra och att inte distrahera användarna från konsertupplevelsen.

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