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Hjälp mig se : En kvalitativ studie kring tillgänglighet på publika webbplatserLöfgren, Louise January 2016 (has links)
Enligt “Teorin om planerat beteende” så finns det tre orsaker till beteendet. Denna teori handlar om vad som påverkar en persons förväntningar och beteende innan de ska utföra en uppgift på en webbplats. Tidigare forskning har visat att tillgängligheten på webbplatser fortfarande är bristfälliga för personer med synnedsättning, eftersom de har olika behov och det spelar en viktig roll hur webbplatserna är uppbyggda och anpassade för personer med synnedsättning. Det ska vara lätt för användaren att hitta, förstå och kunna ta del av informationen på webbplatsen. För att kunna anpassa en webbplats på bästa sätt för personer med synnedsättning, bör en designer ta hjälp av olika riktlinjer för att kunna designa webbplatsen mer tillgänglig med bra och användbar information för personer med synnedsättningar. Men dessa riklinjer hjälper inte alltid användare med svår synnedsättning, eftersom de är i behov av olika hjälpmedel. Forskningsområdet berör områdena universell design, tillgänglighet, användarupplevelse, tillgänglighet och förväntningar på webben. Syftet med denna studie var att undersöka tillgängligheten för personer med synnedsättning på Linnéuniversitets webbplats och studera om webbplatsen är tillgänglig för dem, och studera om webbplatsen uppfyller deras förväntningar och upplevelse till att använda webbplatsen. Studien har studerat hur tillgängligheten påverkar användarupplevelsen för människor med synnedsättning på en webbplats och vilka förväntningar som användaren har på webbplatser. En empirisk studie genomfördes utifrån användartest med uppgifter och intervjuer på den befintliga webbplatsen med hjälp av personer med synnedsättning. I detta arbete har fullständig blindhet uteslutits, eftersom det är helt annan inriktning. Resultatet av intervjuerna sammanställdes och kategoriserades inom tillgänglighet, upplevelse och förväntningar av webbplatsen utifrån de mönster där testpersonerna hade angett liknande svar. Resultatet av sammanställningen av användartestet och intervjuerna på Linnéuniversitetets webbplats visade att testpersonerna anser att webbplatsen är tillgänglig för personer med synnedsättning och att deras förväntningar på webbplatsen uppfylldes. Resultatet visade att det som påverkar tillgängligheten på en webbplats är dåligt utformade med dåliga kontraster som till exempel ljus blått på vit bakgrund. På grund av dålig utformade webbplatser så kan inte personer med synnedsättning använda sina eventuella hjälpmedel, till exempel talsyntes, för att läsa upp innehållet på webbplatsen åt dem. Rörliga bilder, placering av objekt, otydliga menyer och rubriker, dåliga typsnitt eller att texten är för liten så att den blir svår att läsa. Det som personer med synnedsättning förväntar sig ska finnas på en tillgänglig webbplats: bra kontraster, bra typsnitt och tydliga rubriker. Bra placering av element så att det blir lätt att navigera sig, inga rörliga bilder, kunna lyssna på innehållet och att kunna använda sina eventuella hjälpmedel på webbplatsen. Genom detta får användaren en positiv upplevelse av webbplatsen. / According to “Theory of planned behavior", there are three reasons for the behavior. This theory is about what affect a person ́s expectations and behavior before they need to perform a task on a website. Previous research has shown that the availability of websites is still inadequate for people with visual impairment, because they have different needs and it plays an important role in how sites are built and adapted for people with visual impairment. It should be easy for users to find, understand and be able to take note of the information provided on the site. To be able to customize a site in the best way for people with visual impairment, a designer should take the help of various guidelines to design a website more accessible with useful information for people with visual impairment. But these guidelines don't always help users with severe visual impairment, because they are in need of different means. The research area relevant to the fields of universal design, accessibility, user experience, availability and expectations on the websites. The purpose of this study is to investigate the availability of people with visual impairment on Linnaeus University website and learn about how the site is available to them, and to study their expectations and experience of using the website. This study has studied how accessibility affects the user experience for people with visual impairment on a website and the expectations that the user has on websites. To be able to examine, I conducted an empirical study based on user tests with data and interviews on the existing site with the help of people with visual impairment. In this work I have excluded complete blindness, because it is quite a different focus. The results of the interviews were compiled and were categorised in availability, experience and expectations of the website based on the pattern in which subjects had stated similar answers. The result of the compilation of user test and interviews at Linnaeus University website showed that subjects think that the website is accessible to people with visual impairment, and that their expectations of the website were satisfied. The results showed that what affects the accessibility of a website is poorly designed interfaces with poor contrasts such as light blue on a white background. Because of badly designed websites, persons with visual impairment cannot use any assistive devices such as speech synthesizers to read out the contents of the site for them, pictures that moves, position of objects, obscure menus and headlines, bad fonts or that the text is to small, making it difficult to read. What person with visual impairment expects to find on an accessible website: good contrast, good fonts and clear titles. Good placement of the elements so that it will be easy to navigate, no pictures that moves, ability to listen to the content and to use any means at the site. Through this, the user receives a positive experience of the website.
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Designing out-of-box experiences for older adults : exploring the boundaries of inclusive designBurrows, Alison January 2013 (has links)
This thesis investigates the Out-of-Box Experience (OoBE) of interactive consumer products for older adults, with a view to improve the User Experience (UX) of a product by manipulating factors of the OoBE. This research emerges in the context of current demographic trends, which see people living longer and in better health, and the increasing ubiquity of technology in modern life. The OoBE describes the very first stages of interaction with a new product, including acquisition, unpacking and setup. This crucial initial experience has the potential to influence product acceptance and therefore determine its future use. Creating a positive OoBE requires an empathic understanding of the intended users, as well as contextual knowledge about current practices. A review of the literature revealed that many of the difficulties older adults experience with technology concern elements of the OoBE, such as complicated documentation, technical jargon and inadequate support for inexperienced users. However, the absence of research on how to engage older adults during the OoBE of new technology reinforced the need for further research. To this end, two user studies were conducted with older people, followed by a design study with designers. The first study explored older adults relationship with technology and their current practices of the OoBE, using the Technology Biography method. The second study used cultural probes to investigate the social side of UX and its effect on personal feelings of independence. Data from these two studies were used to create four personas, which were used in the design study. This third and final study focused on whether the construct of social benefits could be operationalised within the OoBE of new technology. Collectively, the findings indicated that the involvement of other people during the OoBE can be a strong motivator for older people to take up and use technology. Far from impinging on individual perceptions of independence, some older people actively manipulate the OoBE in order to derive social benefits. This research thus contributes to the discussion of how Inclusive Design can evolve through the incorporation of social benefits, in order to generate desirable and successful future products.
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Differences in Children’s Experiences when Playing with a Social Robo : a Field Experiment / Skillnader i barns upplevelser när det leker med en interaktiv robot : ett fältexperimentvon Matérn, Gunnur January 2014 (has links)
This study explored human-robot interaction where children got to play with the interactive social robot Romo. The focus of the study was to explore if children experienced the interactions with the robot differently depending on two parameters. The parameters used were thought to measure differences in experiences, attitudes and expectations towards the robot depending on whether the children were co-creators of the robot or merely had playful interaction with the robot. The results indicated that the children in both activity parameter groups had similar pleasurable experiences apart from four additional categories that were detected in the co-creation group. Something that indicates that the group of children that were given the opportunity to manipulate and form Romo’s behavior had a richer user experience compared to the group of children that only played with Romo. It was also noticeable that none of the children that manipulated and formed Romo’s behavior experienced it as direct learning. They saw the learning process more as being a playful experience and many of them expressed that they had taught Romo to do various things. The ability to edit Romo’s robotic motions and behavior, through an easy contextual-sign interface, inevitably allowed the children to understand physical and computational models through play. / Denna studie undersökte människa-robot interaktion där barnen fick leka med interaktiva sociala roboten Romo. Målet med studien var att undersöka om barnen upplevde interaktioner med roboten på olika sätt beroende på två parametrar. De parametrar som användes var avsedda att mäta skillnader i upplevelser, attityder och förväntningar till roboten beroende på om barnen var medskapare av roboten eller enbart hade en lekfull interaktion med det. Resultatet visade att barnen i båda aktivitets parameter grupperna hade liknande upplevelser av interaktionen med roboten förutom att gruppen som var medskapare av roboten hade ytterligare fyra njutbar upplevelser. Något som tyder på att den grupp barn som fick möjlighet att manipulera och forma Romos beteende hade en rikare användarupplevelse jämfört med den grupp av barn som bara lekte med Romo. Det var också anmärkningsvärt att ingen av barnen som manipulerade och formade Romos beteende upplevde det som direkt inlärning. De såg inlärningsprocessen mer som en lekfull upplevelse och många av dem uttryckte att de hade lärt Romo att göra olika saker. Möjligheten att redigera Romos rörelser och beteenden, genom en enkel kontextuellt gränssnitt, oundvikligen tillät barnen att förstå fysisk- och beräkningsbaserad modellering genom lek.
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Developing a persona-based user-centred design model in relation to idea generation that will both manage the product design processes and solve design problemsNivala, Wen Cing-Yan January 2013 (has links)
User-Centred Design (UCD) was proposed in the 1980s and, since then, its philosophy has helped to solve design problems, regardless of the advances in technology over time. The standard ISO 9241:210 (2010), formerly ISO 13407, provides guidance in human-centred design principles and activities undertaken throughout the design lifecycle to further support UCD. In addition, since it was mentioned in ISO 9241:210, UCD has also utilised User Experience Design (UXD) in recent years. There are many approaches that support UCD to ensure it is more attainable when designing. In addition, large firms, such as HP, IBM and Microsoft, use anthropologists in their user research in order to make products more user-centred. However, the concept of UCD should, theoretically, be more widely used in all product design and it is intriguing as to why it is not as popular as it should be. As noticed in the real world, imperfect designs still frustrate us everywhere. The aims of this thesis were to investigate the difficulties of practicing a UCD approach in idea generation and to design solutions for idea generation that would encourage further practice of UCD/UXD. In the first part of the thesis, there is an exploration of the problems encountered when practicing UCD idea generation. When examining the process, a multitude of problems were found, with most blamed as being costly, time consuming and requiring complex skills. In addition, it was suggested that a systematic solution was required to overcome such difficulties. Therefore, later in this research, a systematic model is proposed and evaluated using participants (both designers and target users). Due to the fact that design practitioners are not usually researchers, further help to implement the model in the form of persona application software is needed. Hence, the concept of service design was employed to further assist with the use of the model. In the end, computer-aided development was introduced, together with the integration of the systematic UCD model. The UCD model and the software have been evaluated as effective from both the responses of product design practitioners and end-users. Future recommendations and the research limitations are also discussed in each chapter and the overall results are given in the last chapter. This thesis successfully provided the complete process during the exploration of the low usage problems of UCD, and solutions were presented to assist designers with their UCD/UXD in the future.
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Using mobile personalisation to enhance the user experience at large sporting eventsSun, Xu January 2010 (has links)
At large sporting events (LSEs), e.g. football matches and athletics events, the user experience has been shown to be highly variable (Nilsson, 2004; Nilsson et al. 2004). Reported problems include a lack of social interaction with fellow spectators, and insufficient relevant information on the events or the sporting action taking place (Nilsson, 2004; Nilsson et al. 2004; Esbjornsson et al. 2006; Jacucci et al. 2005). A possible solution is personalisation, making the mobile application adapt to the user, ensuring that only relevant information is retrieved and presented in a way that is suitable. This thesis is devoted to studying the user experience related to mobile personalization at LSEs. It aims to investigate how personalized mobile applications at LSEs can render the user experience more active and engaging in a contextually, socially and culturally relevant way. The thesis reviews different theoretical approaches to help to understand the concepts of interest e.g. personalization and user experience (Chapter 2). Research methods are also discussed including the challenge of adapting user-centred methods into the Chinese culture (Chapter 3). This thesis investigates the user experience of mobile personalization at LSEs by following the circle of user-centred research: It starts to consider user requirements and user experience at LSEs and derives the usage patterns that personalized mobile applications could usefully support (Chapter 4). Then it explores the relevant contextual factors at LSEs which could be used to prescribe the behaviour of a personalizable mobile application (Chapter 5). Next, it describes the user-centred process used to design personalizable interfaces for mobile applications used at LSEs. Four key elements of design are considered: content, conceptual, interaction and presentation design (Chapter 6). The final outputs of the design process were two personalized mobile prototypes for Chinese users at LSEs. These included versions based on either (1) user-initiated or (2) system-initiated personalisation. Finally it investigates the impact on user experience of mobile personalization at LSEs in two empirical studies (a field experiment and a lab-based experiment) with these prototypes (Chapters 7 and 8). Mobile personalization is shown to result in an enriched user experience across a range of activities that a spectator would undertake at a large sporting event. The thesis discusses primarily the effective design of mobile personalization, the design implications at LSEs, user experience design, and research methods for Chinese users (Chapter 9). In conclusion (Chapter 10), specific contributions and avenues for future work are highlighted.
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The effects of individual differences on mobile phone users’ operational behaviourWang, Wen-Chia January 2011 (has links)
Mobile handset technology has improved greatly in recent decades. Improvements in hardware and software conduce the importance of the handset as a computer. Whilst the mobile phone industry and researchers emphasise understanding users from sociological aspects, such as services, usage habits, functionalities and so forth; this research aims to seek the variables that impact upon users’ interactions with the phone from the root-individual differences. For the purpose of placing mobile phone users at the core of the interface design process, the individual differences of gender, cognitive style and user experience were applied as the main variables in this research. Accordingly, to examine individuals’ differences and their operational behaviour with phone interfaces, the effects of cognitive style and user experience present stronger impact on the user performance than gender. The two factors were then investigated with regard to individuals’ operational behaviour with phone interfaces. This research then developed categories to link the theoretical attributes of cognitive style and phone users’ practical operational behaviour. Furthermore, the impact of cognitive style on the users’ operational behaviour was also connected to individuals’ problem solving ability. Meanwhile, the effect of user experience was investigated with a novel methodology-Taxonomy of Experience. The results revealed necessary elements that the users cared about the most, and these differed from the interface design guidelines of phone industry. This PhD thesis presents the application of the triangulation method to explore the variables that impact upon individuals’ interaction with mobile phone interfaces, specially concerned with mobile phone interface design from a psychological perspective, and provides a deeper understanding of users for future design events. More importantly, this research delivered the concept of understanding users before conducting design.
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Modelling the acceptance and behaviour of university students in relation to social-networking sitesOnibokun, Joseph A. January 2012 (has links)
This thesis presents a research model to investigate university-students’ acceptance and behaviour in relation to social-networking sites (SNS). In order to carry out this investigation, the research project was divided into two phases using qualitative and quantitative data based on a diverse sample of university students. Phase One used a think-aloud technique to explore the interaction experiences associated with students’ use of Facebook, a popular social-networking site. Twenty-six participants from Teesside University took part in the first study and six categories of experience (communication, gratification, inquisitiveness, evocation, interconnection, apprehension, and ambience) were identified. Subsequently conceptual similarities were found between all six categories of experience and six psychological human needs (relatedness, pleasure, popularity, security, competence and meaning). In Phase Two, a research model was constructed, based on existing literature on technology acceptance and the psychological needs identified in Phase One. Results from an online survey of 766 university students in the United Kingdom, who were also SNS users, provided evidence for the proposed model. The model explained and predicted students’ adoption of SNS, accounting for half of the variance in behavioural intention and almost a quarter of the variance in actual use behaviour. The results showed that students’ personal beliefs, social identity and psychological human needs influenced their decision to adopt SNS. Specifically, user-perceived usefulness, ease of use, enjoyment and credibility were found to iv be important factors in students’ adoption of SNS. The influence of social identity on students’ behavioural intention was also found to be mediated by perceived usefulness and perceived ease of use. Furthermore, the findings emphasise the importance of psychological human needs in students’ adoption of SNS. In particular, the need for relatedness was found to be a significant independent predictor of behavioural intention. Based on the results of this study, theoretical and practical implications are discussed.
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Digitalisering ― På gott och ont? : En kvalitativ studie om äldres användarupplevelser på webbenSaleh, Avan, Dogan, Roni January 2016 (has links)
Society today is becoming increasingly digitalised. This has led to several daily routines that used to be handled either via telephone or face to face, are nowadays being handled via the internet. Important actors in society such as authorities but also companies open their web-sites at the internet, thereby enabling more options for people to interact with them, however the elderly group (+65 years) of users is not being included in the digitalization due to various reasons. The purpose of this study is to explore whether differences in user experience can be found within the elderly group and why. Furthermore, the purpose is to contribute with more material for future development of relevant interfaces. Initially, a group of seniors answered our surveys. Thereafter, the study deepened by doing interviews and observations of seniors when interacting with an online booking system. The result presents a number of factors such as previous experiences but also age related factors that affects the informants’ interaction with the interface. / Samhället präglas idag av en ökad digitalisering, vilket har lett till att ett flertal vardagliga ru-tiner som tidigare skötts antingen på plats med personal eller via telefon numera sköts via internet. Viktiga samhällsaktörer såsom myndigheter men även företag upprättar sina webbplat-ser på internet och därmed möjliggörs fler sätt för människor att interagera med dem. Dock inkluderas inte den äldre (+65 år) användargruppen i digitaliseringen av olika anledningar. Syftet med studien är att förklara huruvida skillnader i användarupplevelse går att finna inom den äldre (+65 år) populationen. Vidare är syftet att bidra till ökat underlag för framtida ut-veckling av relevanta gränssnitt. Initialt fick en grupp pensionärer besvara våra enkäter. Utöver enkätens data fördjupades arbetet genom att utföra intervjuer och observationer av pens-ionärer när de interagerade med ett bokningssystem online. Resultatet presenterar en rad fak-torer såsom tidigare erfarenheter men även åldersrelaterade faktorer som påverkar informan-tens interaktion med gränssnittet.
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Utvecklingen av webbdesign för Aller Medias recepttjänst Stowe : Från research till färdig design / The development of the web design for Aller Media's recipe service Stowe : From research to finished designLarsson, Mikaela January 2016 (has links)
The purpose of this study is to explore how good User Experience (UX) in web design leads to increased possibilities for conversion rate. By using specific design elements and applying them with a UX perspective on the web design for Aller Media's new recipe site Stowe, high conversion rates would be expected. As a member of the Stowe project group, I have developed different sketches. Theoretical basis for this has been literature with a focus on conversion optimization, UX and web design. Based on that, I have created the design for several web pages of the Stowe site using the graphic design software Sketch. Accordingly, my part was to decide how different design elements could be used to improve the possibilities of high conversion and offer good UX, and also how this could be implemented into factual design. In so doing I have followed the process of web design from beginning to end. The result of this was an in detail sketch of Stowe's landing page, an onboarding flow and sketches of several different Stowe pages, some of which were a collection page and a recipe page. / Syftet med denna studie är att utforska hur man men hjälp av bra användarupplevelse (UX) skapa webbdesign med ett konverteringsperspektiv. Genom att applicera UX på specifika designelement i webbdesignen för Aller Medias nya recepttjänst Stowe förväntas vissa konverteringsmål nås. Som medlem i Stowe's projektgrupp har jag analyserat och gjort efterforskningar och utifrån dessa skapat olika skisser. Litteratur som behandlar konverteringsoptimering, UX och webbdesign har utgjort den teoretiska basen för studien. Utifrån det har jag sedan skapat design för flertalet olika sidor för Stowe's hemsida i programmet Sketch. Således var min roll att avgöra hur olika designelement kunde användas för att skapa förutsättningar för konvertering och erbjuda bra UX samt att implementera detta i faktisk design. På så sätt har jag följt processen för webbdesignen från början. Resultatet blev en detaljerad skiss av Stowe's landningssida, ett onboarding flow samt flera olika sidor till tjänstens hemsida, där ibland receptsida och samlingssida.
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Experiencing Play with Digital Heritage through Mobile AR TechnologyAlvarez Diaz, Maria Guadalupe January 2016 (has links)
The present work is based on the research and design of a mobile AR experiment performed in the context of the emerging interdisciplinary fields of digital heritage and experience design. In an attempt to find a method to support the justification and discovery of elements that can influence the user towards the fulfilment of an objective in a heritage experience, my experimental research reveals that a combination of play moments including elements of embodiment and sensuousness in mobile AR are most suitable to convey a story. Determining suitable gameplay and game mechanics requires an appropriate setting and context for a user’s encounter with digital heritage. My research outlines a design methodology to reveal how the aesthetics of mobile AR technology can be designed to support critical user experiences through play and discovery. / Designing Digital Heritage. Seeing Secrets
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