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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.
251

Confirmshaming and its effect on users : A qualitative study on how confirmshaming in unsubscription processes affect users

Ekroth, Linn, Sandqvist, Josefine January 2020 (has links)
Introduction – Confirmshaming is a dark pattern that seeks to shame users into acting differently than they normally would. Purpose – The purpose of his study was to determine if and to what extent confirmshaming influences users to stay subscribed, and through this understand how confirmshaming impacts the user experience and thereby the perception of the companies that utilise it. Method – The method of choice was a qualitative case study that subjected participants to confirmshaming in an unsubscription process through a user test, followed by semi‑structured interviews in order to understand the participants’ behaviour and thoughts after they had been a victim of the tactic. Findings – As a result of the study, we found that confirmshaming during unsubscription processes is an ineffective strategy. A majority of users perceive the companies that employ it in a negative fashion and regard them as unprofessional and desperate. This implicates that confirmshaming in unsubscription processes is a loss-loss situation for both users and companies and should not be used. Limitations – This research was solely a qualitative study that focused on a small group of people. The results cannot be generalised to the general public and should instead be viewed as an introduction to the implications of confirmshaming. Further, the study was limited to the user experience and we did not measure how frequently occurring the phenomenon is.
252

How dark patterns affect desirability in Candy Crush Saga

Söderholm, Elin, Flankkumäki, Sofia January 2020 (has links)
Dark game design patterns are features used by game creators to manipulate the player to make certain choices. These patterns can lead to unintentional player actions causing negative experiences. In this descriptive user experience study, focused on the mobile game Candy Crush Saga, the dark patterns’ effect on desirability (whether something is fun and engaging) and the players’ decision to quit or continue to be a player due to the patterns were investigated. An online survey, where the participants were asked about their feelings towards five different dark patterns identified within Candy Crush Saga, was conducted and distributed by using Google Forms and Facebook. The survey received 60 responses from current and previous players of the game. The sample was not controlled and rather homogeneous, therefore it was not necessarily representative of the entire Candy Crush Saga audience. The analysis of the gathered data indicated correlation between the use of certain types of dark patterns and decreased desirability. Some variation could be detected between the effects of different dark patterns. Similarly, certain patterns had a stronger impact on the players’ decision to quit being a player and other patterns on the choice to continue. Four out of the five patterns studied were indicated as both a reason to quit for some and a reason to continue for others.  The results offer insight to game developers and businesses about the previously insufficiently studied connection between the dark game design patterns and their direct effects to the users’ perceived experience. It is apparent that a decrease in the use of certain dark patterns would contribute to  a more positive playing experience.
253

NEW CONCEPT OF A STROLLER CANOPY

Cuello, Nerea January 2020 (has links)
This master thesis report describes the process of designing, developing and building an accessory for a stroller that protects the kid from rain and sun. The project is a collaboration with Thule Sweden AB, in Hillerstorp.The work starts with developing a new concept idea for Thule’s category “Active with kids”, in the line of strollers, and with a focus on the Southern Europe market, more concretely Spain. The design proposal fits and expresses Thule’s vision and brand language.The project started with gaining knowledge about the market, investigating the user needs with surveys to find out the design goals. An iterative process of ideation, brainstorming and building mock-ups ended with a final concept that was going to be further developed. A full-scale model was built to test the idea from the functional and aesthetic perspective. The materials used were mainly fabrics, foam, zippers, thread and a lot of sewing.The result is a new stroller canopy for different weather conditions. It is well equipped to improve parents experience when going out for a ride with their child.It has to be mentioned that this master thesis research section was conducted in pairs, between Berta Cester and Nerea Cuello, and the rest of the phases was an individual work. As a result, two different products were produced for the same category, the stroller market.
254

Acciones de marketing experiencial aplicadas en centros comerciales de Lima Metropolitana con relación a la elección del centro comercial / Experiential marketing actions applied in shopping centers in Metropolitan Lima in relation to the choice of shopping center

Castro Flores Galindo, Genaro Fabian 24 February 2020 (has links)
La presente investigación es acerca de las estrategias de marketing experiencial que se aplican en centros comerciales y tiene como objetivo validar si el uso de dichas estrategias influye en la decisión del consumidor en acudir a un centro comercial sobre otro. En primera instancia se constituirá el marco teórico del trabajo cuya función será contextualizar al leyente sobre el tema a abordar: centros comerciales en Lima Metropolitana. La composición del marco teórico será de tres temas: experiencia del consumidor, compra en centros comerciales y satisfacción del cliente. Luego, se procederá a hacer el análisis de las herramientas utilizadas. Para la presente investigación se realizarán dos focus group, siete entrevistas a especialistas y doscientas cincuenta encuestas al público objetivo. Por último, con la información recabada, se realizará una discusión dando pie a la parte final del trabajo siendo esta las conclusiones y recomendaciones. / This research is about experiential marketing strategies that are applied in shopping centers and aims to validate whether the use of these strategies influence the consumer's decision to go to one mall over another. In the first instance, the theoretical framework of the work will be constituted, whose function will be to contextualize the reader on the subject to be addressed: shopping centers in Metropolitan Lima. The composition of the theoretical framework will be three themes: consumer experience, shopping in shopping centers and customer satisfaction. Then, we will proceed to the analysis of the tools used. For the present investigation will be conducted two focus groups, seven interviews with specialists and two hundred and fifty surveys to the target audience. Finally, with the information gathered, a discussion will take place giving rise to the final part of the work, this being the conclusions and recommendations. / Trabajo de investigación
255

Requirements Elicitation for the User Experience in Troubleshooting and Debugging of Microservice Networks : A Study of how Visualization of Call Paths can be Utilized in a Software Tool / Kravställning av användarupplevelsen vid felsökning och debugging av nätverk med mikrotjänster

Sestorp, Isak January 2020 (has links)
No description available.
256

Comprendre l’appropriation des objets connectés grand public : une approche de modélisation à composants hiérarchiques / Understanding smart connected objects appropriation : a hierarchical component modelling approach

Zhong, Zeling 12 November 2019 (has links)
Selon Hoffman & Novak (2018), les objets connectés grand public qui ouvrent la voie à de nouvelles expériences d'usage, ont le potentiel de révolutionner la vie des consommateurs dans les années à venir. Le principal enjeu des objets connectés réside dans le fait d'intégrer leur usage dans les pratiques quotidiennes des consommateurs en produisant activement des données d'usage sur le long terme, à savoir l'appropriation. Cette recherche a validé le modèle explicatif de l'appropriation de l'objet connecté grand public au travers des besoins psychologiques des consommateurs français à l'égard de leurs objets connectés possédés. Nos résultats montrent que l'appropriation de l'objet connecté est fortement corrélée au besoin d'identité de soi, le besoin d'avoir un territoire ainsi que le besoin d'efficace et d'effectance. Et l'appropriation de l'objet connecté peut avoir un impact positif sur la perception de la valeur globale de l'objet connecté par les consommateurs, les comportements extra-rôle des consommateurs, ainsi que la satisfaction de leur vie quotidienne. Par ailleurs, le rôle médiateur des comportements extra rôle dans la relation entre l'appropriation et la valeur perçue nous permet d'affiner la compréhension des mécanismes de cocréation de valeur du point de vue du consommateur. Il nous enseigne de manière complémentaire comment l'appropriation de l'objet connecté contribue à la création de valeur par les consommateurs. / According to Hoffman & Novak (2018), the smart connected object is presenting new opportunities for usage experience that have the potential to revolutionize consumers' lives. The main challenge for smart connected objects is to integrate their use into the daily practices of consumers by actively producing usage data in the long-term, namely appropriation. This research has validated the explanatory model of consumer smart connected object appropriation through the psychological needs of French consumers regarding their smart connected objects. Our results show that the smart connected object appropriation is strongly correlated with the need for self-identity, the need for having a place, the need for efficacy and effectance. And the smart connected object appropriation has a positive impact on perceived value of smart connected objects by consumers, their extra-role behaviors, as well as satisfaction of their daily life. Moreover, the mediating role of extra-role behaviors in the relationship between appropriation and perceived value allows us to understand in a complementary way the value cocreation mechanisms from the viewpoint of consumers, concerning how the smart connected object appropriation contributes to value creation by consumers.
257

The impact of the deceptive design of the account deletion process on social media

Liu, Tingmo, Kron, Oleg January 2020 (has links)
The study is to establish whether there is any impact on the social media company that is implementing the deceptive design on the account deletion process. By conducting the qualitative research with Instagram users and analyzing users’ feelings, opinions, and potential actions, the study finds out using the deceptive design on account deletion process on social media has a weak influence on the social media company.
258

How does the user experience of a progressive web application compare to native application? : A case study on user's attitude in context of social media.

Sedkowska, Justyna January 2020 (has links)
Purpose–The purpose of this thesis paper was to measure differences in the user experience provided by the Progressive Web App technology in comparison to native application in a context of social media. The study investigated users attitude towards different user interfaces implemented in the PWA and the native application. Method–This paper isqualitative research in the field of user experience. Usability tests paired with semi-structured interview were chosen as research methods for this study. The study has been conducted on Twitter's PWA and Android application. Ten participants took part in the study. Findings–The results have shown that most of the participants can identify differences in the user interfaces of both apps. Although both applications provided the same functionalities, the different UI solutions were the major factor influencing users feelings. On top of that, different user interfaces did not change the user's perception of the platform's consistency. As a result, more participants preferred the PWA over the native app. Moreover, results suggest that PWA can provide native-like experience in the context of social media. Implications–The main contribution of this bachelor thesis is a comparison of user experience on PWA and native app technology in the context of social media. This research opens a discussion about the need for companies to broader their digital presence by implementing PWA technology as it can bring benefit to users and businesses. Limitations–The main limitation of this study is a low number of participants caused by restrictions of social distancing inthe times of global pandemic. On top of that, the convenient sampling method has been used. Keywords–User Experience, Progressive Web Application,User Interface, Native Mobile Application, Attitude
259

Att utvärdera och vidareutveckla ett administratörsverktyg för flerspråkig produkthantering med fokus på användarupplevelse / To evaluate and further develop a administrative tool for multilingual product management with focus on User Experience

Rapp, Madeleine January 2019 (has links)
Detta examensarbete omfattar en vidareutveckling av ett produkthanteringssystem där produktinformation ska finnas tillgänglig på flera olika språk. Arbetet har utförts tillsammans med företaget Angry Creative vilka arbetar med innehållshanteringssystem WordPress och e-handel. I dagsläget finns många olika typer utav system för att administrera ett företags produkter med tillhörande information. Varför dessa inte använts var för att de antingen inte fungerade felfritt tillsammans med WordPress, inte kan hantera att produktinformationen fanns på flera språk, inte är tillräckligt användarvänliga eller inte hade öppen källkod. Syftet med detta examensarbete var därför att utveckla en prototyp för ett administrationsverktyg för produkthantering med produkter på flera språk. Utgångspunkten för examensarbetet var ett existerande system som hade majoriteten av den nödvändiga funktionaliteten men ett icke-intuitivt gränssnitt som kundernas administratörer hade svårigheter att interagera med. Examensarbetet har därför haft fokus på användarvänlighet och intuitivitet. För att säkerställa prototypens användarvänlighet har två användartest utförts med totalt tolv testdeltagare. Till det första användartestet användes en pappersprototyp medan en digital interaktiv hi-fi prototyp testades i det andra användartestet. Resultatet var en interaktiv prototyp som har nödvändig funktionalitet för administrering av flerspråkig produktinformation på ett effektivt sätt. Systemets gränssnitt har designats om och har i och med användartesterna genomgått stora förändringar under arbetets gång.
260

IT System interaction problems caused by interface and work environment and users’ perspective to solving these problems

Asadian Falahieh, Mohammad January 2021 (has links)
User Experience is an important factor in improving IT system interfaces and work environments. The user may find difficulties using the interface because of different problems. This study is going to examine which problems a user may encounter while interacting with various interfaces. The literature informs the methodology used in this study. Qualitative method is used in the form of semi-structured interviews. The participants in the interviews answered questions regarding how well they knew about User Experience, which problems they found while interacting with the system, and how these problems could be resolved to lead to a better experience. The work environment is examined in this study as well. Previous research as well as the findings from this study serve as the base for analysis of the data which has demonstrated the variety of individual user experiences and difficulties while using various interfaces. The experience is highly individual and differs from person to person. However, the most frequent common problem was found to be inherent to the interfaces and information overload preventing users from easy interaction with interfaces.

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