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Designing a post activity learning analytics dashboard through information visualization methodsLin, Binyuan January 2020 (has links)
Rapid developments in the educational system significantly facilitate the popularisation of education, making education more accessible. The learning process should be systematically analyzed to assist teaching, however, traditional learning systems provide limited support for educators. The learning analytics dashboard is, therefore, becoming a popular tool to provide insights into the learning process by analyzing and interpreting the collected data with effective visualizations. With the purpose of improving pedagogical decision-making, it is of importance to provide a comprehensive overview and informative feedback for the learning process. This study aims to explore the affordances and challenges of designing a comprehensive learning analytics dashboard for educators to support personalized learning and adaptive teaching. A large amount of research on the learning analytics dashboard was reviewed as the theoretical foundation. The prototype of the dashboard was developed based on the obtained theories. To examine the prototype, a user study with user experience designers was conducted to evaluate the clarity of the visualization and the effectiveness of the dashboard. The results summarised from the thematic analysis indicated that the dashboard could serve as a potentially valuable tool with overall clear interaction to support educators, and the visualization was considered intuitive to understand the connection of multiple data points. Suggestions for designing a learning analytics dashboard are discussed in terms of visualization, consistency, conception, navigation, interaction, information via text, visual appearance, functionality, and privacy. To further improve the affordances of the dashboard, future research with educators is of importance to conduct. / Den snabba tekniska utvecklingen inom utbildningsområdet har avsevärt underlättat populariseringen av utbildningen och gjort den mer tillgänglig. Inlärningsprocessen bör analyseras systematiskt för att stödja denna utveckling, men traditionella inlärningssystem ger begränsat stöd för lärare. Instrumentpaneler (dashboards) för inlärningsanalys har därför blivit ett populärt verktyg för att ge inblick i inlärningsprocessen genom att analysera och tolka den insamlade informationen med effektiva visualiseringar. I syfte att förbättra det pedagogiska beslutsfattandet är det viktigt att ge en omfattande översikt och informativ och kontinuerlig feedback för inlärningsprocessen. Denna studie syftar till att utforska fördelar och utmaningar med att utforma en omfattande instrumentpanel för lärandeanalys för lärare att stödja den individuella inlärningen och därmed kunna anpassa undervisningen. En stor mängd forskning på instrumentpaneler för inlärningsanalys granskades som underlag. Prototypen på instrumentpanelen utvecklades baserat på detta underlag. För att utvärdera prototypen genomfördes en användarstudie med UX-designers för att avgöra visualiseringens tydlighet och instrumentpanelens effektivitet. Resultaten från den tematiska analysen indikerade att instrumentpanelen kunde fungera som ett potentiellt värdefullt verktyg med en överlage tydlig interaktion för att stödja lärare och visualiseringen ansågs vara intuitiv för att förstå relationen mellan datapunkterna. Förslag för att utforma en instrumentpanel för inlärningsanalys diskuteras avseende visualisering, konsistens, uppfattning, navigering, interaktion, information via text, visuellt utseende, funktionalitet och integritet. För att ytterligare förbättra instrumentpanelens är framtida utveckling och utvärdering med pedagoger viktig att genomföra.
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Performer-initiated and audience- controlled interaction effects in live-streamed music eventsZamorano, Yerai January 2020 (has links)
Although live stream music events have been gaining popularity in recent years, there has not been much research on the impact the interactions unfolding during the event have on the user experience of the audience. This thesis focuses on the effects that a particular performer-initiated and audience-controlled interactivity, such as being able to vote for the next song, has during the music event. The user study followed an experimental between-subjects design to estimate the consequences of this interaction using a mobile prototype with two different conditions that differ in the level of interactivity available, from voting to excluding the vote. Data collection consisted of semi-structured interviews and demographic and UEQ questionnaires. The findings showed that the inclusion of interactivity had a positive influence on the audience experience. Furthermore, the interactive experience obtained noticeable better results in the UEQ analysis and was perceived significantly more motivating and engaging than the less interactive stream. Insights from the interviews corroborated these results, with most participants expressing interest in the experience and willingness to repeat in the future. / Trots att livestreamade musikevenemang har ökat i popularitet de senaste åren har det inte gjorts mycket forskning angående vilken inverkan interaktioner som utvecklas under evenemanget har på publikens användarupplevelse. Denna avhandling fokuserar på effekterna som en viss artistinitierad och publikstyrd interaktivitet, som att kunna rösta fram nästa låt, har under musikevenemanget. Användarstudien följde en experimentell mellangruppsdesign för att undersöka konsekvenserna av denna interaktion med hjälp av en prototyp för mobiltelefon med två olika varianter som skiljer sig åt i tillgänglig interaktivitetsnivå, från omröstning till att omröstning utesluts. Datainsamlingen bestod av halvstrukturerade intervjuer och demografiska och UEQ-frågeformulär. Resultaten visade att inkluderingen av interaktivitet hade en positiv inverkan på publikens upplevelse. Dessutom fick den interaktiva upplevelsen märkbart bättre resultat i UEQ-analysen och upplevdes betydligt mer motiverande och engagerande än det mindre interaktiva eventet. Insikter från intervjuerna bekräftade dessa resultat. De flesta deltagare uttryckte ett intresse för upplevelsen och en vilja att upprepa det i framtiden.
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Designing a Learning Analytics Dashboard : A case study inside the Novare Potential Boot campsAlvarez Nowak, Eduardo January 2023 (has links)
Learning Analytic Dashboards have proven to help students reach their academic goals by tracking their study data to offer feedback. However, current dashboard research focuses on traditional education, such as schools and universities, rather than emerging educational sectors like coding boot camps that have different curricula and structures. Based on literature research and user experience methods, an interactive prototype was designed to help boot camp students track "hard skills" and "soft skills." Design experts and boot camp students evaluated this prototype to provide feedback about its usability and effectiveness. The study found that the students appreciated the focus on learning goals instead of tracking metrics like home completion rate or exam grades. At the same time, the polished user interface kept the students engaged. The contribution to the Learning Analytics field is the demographic data of boot camp students in Stockholm through user personas, recommendations to avoid common dashboard limitations, and suggesting ideas for further evaluation / (Note: This is a Google Translation, i will write the final one, after the abstract in english is approved) Coding boot camps är snabba program som hjälper människor att få jobb inom IT genom att lära dem hur man kodar. Ändå är det inte alla studenter som får jobb efter examen på grund av de olika kunskapsnivåerna. Learning Analytic Dashboards har visat sig hjälpa elever att nå sina akademiska mål genom att spåra deras studiedata för att ge feedback. Men aktuell instrumentpanelforskning fokuserar på traditionell utbildning, såsom skolor och universitet, som har olika läroplaner och strukturer. Därför undersöker denna avhandling frågan om "Hur man designar en instrumentpanel för det speciella fallet med boot camp-studenter?" Baserat på litteraturforskning och metoder för användarupplevelser designades en interaktiv prototyp för att hjälpa eleverna att spåra "hårda färdigheter" och "mjuka färdigheter". Designexperter och boot camp-studenter utvärderade denna prototyp för att ge feedback om dess användbarhet och effektivitet. Den här studien drar slutsatsen att instrumentpaneler för startläger bör prioritera mätvärden för lärandemål i stället för att spåra mätvärden som slutförandegrad av hem eller provbetyg, integrera studentfeedback i de tidigare stadierna av designen och leverera ett polerat användargränssnitt för att hålla eleverna engagerade. Avhandlingen uppmuntrar framtida forskning genom att tillhandahålla information om studentdemografi i Stockholm, Sverige, genom användarpersonas, designrekommendationer och föreslå idéer för vidare utvärdering.
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Effects of Menu Systems, Interaction Methods, and Posture on User Experience in Virtual RealityAndersson, Jonathan January 2023 (has links)
Background. In recent years, Virtual Reality (VR) has emerged as an important technology in both commercial and industrial use. This has prompted large investments from large corporations, and some have even shifted their focus toward this new rising technology. With the oncoming of this tech as mainstream, emphasis has been put on the content itself, while the surrounding user experiences of the UIsand the interaction methods in the VR environment have been put aside. Objectives. The objectives of this thesis are to explore different menu systems together with interaction methods while also evaluating their effect of them and the posture of the user on user experience and simulator sickness in VR applications. Data collected could provide good observations for how menus and interaction methods together with posture can be best designed for VR applications. Methods. A VR application with two different menu systems, and two different interaction methods were implemented, and a survey based on the System UsabilityScale (SUS), After-Scenario Questionnaire (ASQ), and Simulator Sickness Questionnaire (SSQ) was created. These questionnaires answer matters relating to user experience and cybersickness and were chosen for their ease of use in addition to being used in similar works. Together these formed the basis for an experiment which was carried out with 20 participants. The study measured the differences in user experience, time taken, and simulator sickness for the different combinations of controls, menus, and postures. Results. Results show that there are significant differences depending on the controls, menu systems, and posture in both user experience and simulator sickness. The study showed that participants reported fewer simulator sickness symptoms when seated and that the overall best control and menu combination was a traditional panel menu together with motion controls. Conclusions. Among the options explored in the study, traditional, top-down, panel menus together with motion controls form the best combination in regard to the user experience in VR applications. A sitting posture provides the overall best environment in VR applications in regard to less severe simulator sickness symptoms
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Enhancing Pupils’ Attitude Towards School Lunch by Designing a User-Friendly InterfaceSjöberg, Pernilla January 2023 (has links)
A hungry student has challenges absorbing knowledge. So, maintaining good habits regarding food is important for their health and education. The objective of this paper is to provide insights into how the content and the usability of an application have an impact on pupils' attitudes toward school lunches. By redesigning the Mitt Käk mobile application, the aim is to make school lunches a more positive experience. The Design Thinking method was used throughout the study, which consists of five phases, empathize, define, ideate, prototype, and test. During the emphasize phase, a survey, focus group, and two stakeholder interviews were held. The define and ideate phases consisted of bringing the data and information into insights and turning these into ideas and solutions. These were brought into the next phase, prototype, in which two prototypes were made, one low fidelity and one high fidelity. They were tested as the next phase, test, instructs. The result from the first phase, empathize, shows that the general impression of the current application is good. It was found that the pupils choose their lunches mainly based on the taste of the food. Other important aspects are the look of the food and its climate impact. The pain point that causes the pupils to feel negative feelings is that the pupils do not think that the pictures of the dishes are realistic and that they would like more information about what they are eating. It has been shown that the gamification feature of the application has increased the pupils' presence in the can-teens and that more pupils are eating the lunch that the school provides. It was noted that the pupils found that gamification also creates an engagement between their friends as well as their attitude toward the dishes. The study's final results confirm that including more gamification features creates a more engaging and positive effect on the pupils. As well as improving functions that have been shown to cause aggravation, and had a positive effect on the pupils. These actions have created a more positive and rewarding experience, that could lead to a more positive attitude toward food.
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User Experience Study of Screen Readers for Visually Challenged UsersMonica Hegde (16650405) 01 August 2023 (has links)
<p>The study investigates the user experience of visually impaired people using screen readers, concentrating on their accessibility and usability when navigating digital content. Screen readers are indispensable instruments for the blind and visually impaired, facilitating the completion of online tasks and access to information. While screen readers offer benefits such as customization and accessibility, they also present users with challenges such as cognitive burden, sequential navigation, and limitations with multimedia content.</p><p>The research takes a user-centric approach, taking into account the particular requirements and preferences of visually impaired users. By conducting empirical research, the study gains valuable insights into the experiences, requirements, and pain points of screen reader users. The objective is to identify areas for enhancement and create solutions that enhance the user's efficiency and satisfaction.</p><p>Recognizing the diverse subcategories within the visually impaired population, the thesis argues for design approaches that are tailored to specific needs. In addition, the incorporation of existing artificial intelligence systems, such as image caption generation and text extraction, is investigated to improve the functionality and usability of screen readers.</p><p>Through this research, the thesis emphasizes the significance of creating digital content that is both functional and accessible. By embracing the curb cut effect and incorporating empirical research findings, developers can cultivate a more inclusive and equitable online environment for all users, thereby promoting inclusivity and ensuring that visually impaired users can effectively interact with digital content.</p>
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Developing a User Interface Knowledge Management System to Support Provision of Clean Water and Sewers in the Buenos Aires Province : A Minor Field Study Based on Interaction DesignSchiött, Jonathan, Ivergren, William January 2023 (has links)
This study aimed to develop a proof of concept Knowledge Management System (KMS) for Agua y Saneamientos Argentinos (AySA), an Argentinean water and sanitation firm. Key areas of investigation encompassed data management, knowledge sharing, talent retention, and operational efficacy challenges faced by AySA. Following Tiwana's KMS development roadmap, the study analyzed infrastructure, understood AySA's predicaments, identified key stakeholders, aligned KMS with business strategy, designed the infrastructure, and conducted rigorous testing. Qualitative methods, including interviews and observations, were employed to gather insights from AySA employees across multiple departments. These insights shed light on goals, water treatment and climate change challenges, as well as the importance of effective data management and talent retention. The collected data informed the system requirements for the KMS, emphasizing integration, customization, and HR integration. Web-based prototypes were developed based on interviews and AySA's website, incorporating a data lake concept. User-centered testing involving 13 participants evaluated functionality and potential benefits for management and daily workload. The study concludes that a well-designed KMS addressing AySA's objectives is vital, promoting innovation and talent retention. Recommendations for implementation are provided, highlighting its potential to enhance decision-making, streamline processes, and improve organizational performance. / Syftet med denna studie var att utveckla ett Knowledge Management System (KMS) för Agua y Saneamientos Argentinos (AySA), ett argentinskt vatten- och sanitetsföretag. Viktiga områden som undersöktes var datahantering, kunskapsdelning, att talangbevarande och de utmaningar som AySA står inför när det gäller operativ effektivitet. Studien följde Tiwanas färdplan för KMS-utveckling och analyserade infrastrukturen, AySAs problem, identifierade viktiga intressenter, anpassade KMS till affärsstrategin, utformade infrastrukturen och genomförde omfattande tester. Kvalitativa metoder, inklusive intervjuer och observationer, användes för att samla in insikter från AySA-anställda på flera avdelningar. Dessa insikter belyste mål, vattenrening och utmaningar med klimatförändringar, samt vikten av effektiv datahantering och att behålla talanger. De insamlade uppgifterna låg till grund för systemkraven för ett KMS, med betoning på integration, anpassning och HR-integration. Webbaserade prototyper utvecklades baserat på intervjuer och AySAs webbplats, med ett koncept för en datasjö. Användarcentrerad testning med 13 deltagare utvärderade funktionalitet och potentiella fördelar för ledningen och den dagliga arbetsbelastningen. Studien drar slutsatsen att ett väl utformat KMS som uppfyller AySAs mål är avgörande för att främja innovation och behålla talanger. Rekommendationer för implementering ges, vilket belyser potentialen att förbättra beslutsfattandet, effektivisera processer och förbättra organisationens prestation.
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Female Characters’ Images in Chinese Otome Game and Woman StereotypeChen, Dongna January 2023 (has links)
Otome game is a role-playing game targeted to female players, with immersive romance as the main game experience. Female players assume the role of a female character and engage in the romantic relationships with different outstanding male characters. However, these characters from different games share too many similarities, and they possess numerous "perfect" design details, such as slim bodies, beautiful appearance, wealthy family, low combat abilities, etc. These unrealistic character representations impact the player's experience, and most importantly, they create a stark contrast with the male character images, especially in terms of physique and social status. The purpose of this study is to analyse the similarities among female characters from 12 games in terms of appearance, profession, and characteristics. By combining player comments, the study aims to examine the influence of female stereotypes on these character images and their relationship with traditional gender norms.
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TOWARDS GENRE TAILORED HEURISTICS FOR VISUAL NOVELS : What problems present in visual novels does existing heuristics fail to address?Lundberg, Sofie January 2023 (has links)
This paper can be seen as a first step towards developing genre tailored heuristics for visual novels. The focus being visual novels come from the fact that it is a genre of games that is growing in popularity globally. Besides players and developers, it is also popular among researchers because the genre is very accessible (Camingue, Carstensdottir & Melcer 2021). But let’s say the developers and researchers want to evaluate a visual novel they are creating, what methods would be fitting. There isn’t a lot of research on this, so the method suggested in this paper is heuristic evaluation, due to it being a very accessible method (Nielsen 1994). To tailor heuristics for this genre, a compiled list of heuristics was used to evaluate a number of visual novels and the data from the evaluation was analyzed and used to identify problems that weren’t addressed by the heuristics.
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Att utveckla en produkt som räddar skog / To develop a product for sustainable forestryBramstedt, Alice, Algaaod, Abdulsalam, Bornander, Gustav, Carlsson, Filip, Fernholm, Thor, Gervais, Daniel, Heineman, Celine, Moberg, Oskar, Siklosi, Emma, Tham, Adam January 2023 (has links)
Denna rapport är skapad av tio studenter vid Linköpings universitet vårterminen år2023. Rapporten är en del av kursen TDDD96 — Kandidatprojekt i programvaruutveckling. Rapporten tar upp och behandlar metod och resultat av projektet som utfördes. Den tarockså upp erfarenheter som gruppmedlemmar fått genom projektets gång. Syftet med projektet var att utveckla en applikation till företaget Arboair, vilket är ett företag som står föratt skapa en friskare skog. Resultatet blev en applikation, som är en början till ett verktyg för skogsägare att analysera träd med hjälp av bilder från en drönare. Den viktigasteerfarenheten som gruppen tog med sig var att arbeta i ett mjukvaruprojekt där arbetsplaneringen stod i högt fokus.
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