Spelling suggestions: "subject:": ser experience"" "subject:": user experience""
371 |
Mobility for the Swedish Police Authority: A casestudy to increase efficiency in debriefingKarlsson, Emil January 2017 (has links)
Digitalization is a topic that affects most of the industries as well as the society overalltoday. Within this topic, the use of mobile technology devices, such as smartphones,allows organizations to perform tasks in an anytime-anywhere situation – usually calledenterprise mobility. The Swedish Police Authority see the potential of this technologyshift that is happening and are currently focusing on developing tools to support thedaily operations. The debriefing process for the intervention police is an area wheredigitalization and mobility could improve the efficiency. However, it is today unknownwhat technical solution could support the operations, what features it should include,and how it should look.The purpose of this study was to investigate how mobility can support the debriefingprocess in forms of efficiency for the polices in field from an exploratory point of view.An inductive research approach was chosen together with a case study researchmethod. Semi-structured and unstructured interviews were held with 35 participantsfrom different parts of the organization to get both a breadth and depth of knowledge.The delimitation was made to study the Swedish Police Authority and more in detail theintervention police. The current debriefing process was observed and mapped in thefirst part of this study, followed by part two which included a technical specification andprototyping of a mobile debriefing tool based on interviews and observations. Thefindings from part one and part two resulted in a proposed specification of a mobiledebriefing tool for what it should include and how it should look.The study shows that the proposition of a debriefing tool can increase the efficiency forthe Swedish Police Authority by reducing the duplication of work, increase the usabilityfor the users, reduce the risk for human errors, and reduce the dependency ofstationary workplaces for debriefing. The debriefing tool includes quality assurance ofthe information gathered through a structured working process at the same time. Thefactors mentioned above can also be linked to reduced time spent on the tasks whileretain or even increase the quality of the results – which in this case is the debriefingreport.
|
372 |
Designing for Trustworthiness in Public Service Media : What kind of design guidelines can be set to improve credibility for news working with public service?Skönvall, Julia January 2020 (has links)
The digital technology is growing, which challenges the traditional media of printed newspapers. As more people consume news online, technology has transitioned to the digital platform. One of the challenges with moving to a digital platform is that it is hard for the reader to interpret the credibility of news.In this “Research Through Design” project, the aim is to understand how to design for better credibility in public service news for young adults. The external client of this thesis is SVT Interaktiv and achieving high credibility for public service is important since the news agencies have a responsibility of maintaining high credibility in the public interest. Sustaining a positive user experience in these services is essential for maintaining the customer's trust.A data collection of remote co-design workshops and questionnaire was made with eight participants. This data was later clustered into six themes and articulated into design guidelines that could be used to improve credibility for news services. These seven design guidelines act as recommendations for developers and designers working within the news industry to increase credibility in their services and products.Keywords:
|
373 |
IXD and Second-hand Shopping Experience : Interactions to better the user experience of second-hand stores to attract Fast-Fashion Consumers to Second-hand Shopping ExperienceAl-Eryani, Abdulrahman January 2022 (has links)
This project deals with the potential interaction design that can create ways for fast-fashion consumers toward using second-hand clothing. Through contextual inquiries, main insights were used to guide the prototyping. This led to creating Vintage Block, an app and in-store experience consisting of three different ideas. The first one is a raffle that inspires more people to give quality items to the store for a chance to win the monthly premium item. This is in hopes of receiving a wider variety of sizes and styles from the customers. Secondly, the use of upcycling to customize through the app as well as through QR codes on items at the store. That aims to incentivize customers to download the app and potentially fulfill their shopping needs. Thirdly, an online shopping experience through the app where there is no shipping option to promote sustainable behavior and lower transportation emissions.
|
374 |
Exploring user experience designers’ challenges with integrating Agile : Reporting on challenges user experience designers in the construction equipment industry faceHuseni, Filip January 2022 (has links)
The construction equipment one of the least digitized sectors, and the problems have only been amplified by the recent COVID-19 pandemic. Many construction equipment OEMs are turning towards the aftermarket by offering services and products to extend value of the machine. To provide more user satisfaction, and capture a larger share of the aftermarket, they are implementing Agile. However, transitioning from plan-based methods to Agile in an incumbent carry along specific challenges connected to the user experience (UX) designers working on such projects. Through an exploratory approach this study aims to identify challenges encountered by UX designers when integrating Agile and UX. The method entails two rounds of interviews with five stakeholders. First round being structured, and the second round semi-structured. Using thematic analysis, I identify three main challenge areas: designers’ uncertainty with Agile, industry-specific challenges, and misunderstanding of UX among other stakeholders. Finally, I present the ethical considerations, discuss limitations, and further research possibilities.
|
375 |
Betydelsen av user onboarding : En studie om user onboardings betydelse för en SaaS-produkts användbarhet och learnability / The impact of user onboarding : A study on the significance of user onboarding for the usability and learnability of a SaaS productSilva-Kihlén, Natalie January 2022 (has links)
User onboarding är ett grundläggande element för SaaS-företag och onlinetjänster som vill öka sin kundkrets och att sedermera bibehålla den, då detta påvisar en plattforms värde på ett omedelbart sätt samt bevarar nya kunders engagemang. Syftet med denna studie var att undersöka vad user onboarding i form av en interaktiv produktguide har för påverkan på en SaaS-produkts användbarhet och learnability, med en förhoppning om att bidra till en ökning i dessa. I studien har användartester och enkäter använts för att undersöka eventuella skillnader innan respektive efter implementering av onboarding-aktiviteten. Resultatet pekar mot en oförändrad grad av användbarhet och learnability rent kvantitativt, samtidigt som en positiv inställning till produktguiden och en självupplevd känsla av ökad learnability även kan ses hos användarna ur ett kvalitativt perspektiv.
|
376 |
UX från ett utvecklarperspektiv : En studie om utvecklares förväntningar och utmaningar i UXdesignprocessen / UX from developers perspectiveLiebenherz, Alisa, Wiberg, Michael January 2022 (has links)
The digitalisation of today has made disciplines like UX-design more relevant than ever. Previous research doesn’t focus on what UX-designers and developers actually know about UX. This study examines UX-designers and developers views and expectations regarding UX and compares that to how the literature defines it. This study also tries to understand what kind of challenges UX-designers and developers face within the UX-design process. After using interviews and surveys with a qualitative research method, the result is presented with a thematic analysis. The result shows that the participants views, expectations about UX in general, UX-methods and design principles like usability and accessibility correlates with how literature defines it. There were a couple of different challenges that could be found, but all of them could be linked one way or another to communication. This study shows that the communication within the design team and with other groups (users, customers, executives) were the biggest challenges. With more effective communication in the future all the challenges found in this study could be reduced. Education should teach future students about the communication principles applied in practice and how to communicate with others more effectively. Future studies should research how successful design teams communicate with each other and other relevant groups.
|
377 |
Ett steg i rätt riktning : En studie om att förebygga mobbning med stöd av teknik. / A step in the right direction : A study on preventing bullying in primary school with the support of technology.Aspeqvist, Agnes, Eriksson, Michelle January 2022 (has links)
Mobbning och kränkande behandling är att betrakta som ett allvarligtsamhällsproblem. Om mobbning inte får mer riktad uppmärksamhet och ett störreingripande, fortsätter ett tyst godkännande för kränkning av en annan människa.Därför ämnade denna studie att undersöka hur en potentiell mobilapplikation skullekunna hjälpa till och förebygga mobbning i grundskolan. Syftet med den här studieninnebar att få en djupare förståelse för den potentiella användningen av enmobilapplikation som skulle kunna användas för att förebygga mobbning igrundskolan, samt vad som skulle vara de önskade designegenskaperna för en sådanmobilapplikation ur grundskoleelevers perspektiv. Forskningsfrågorna som studienämnade att besvara var: Vilka förslag har elever i grundskolan för att förebygga ochförhindra mobbning? Hur uppfattar elever i grundskolan den potentiellaanvändningen av en mobilapplikation för att förebygga mobbning? Hur beskriverelever i grundskolan de önskade designegenskaperna av en mobilapplikation för attförebygga mobbning? För att få en bredare förståelse om forskningsområdetgenomfördes en litteraturstudie kring fenomenet mobbning, det digitaliseradesamhället samt att designa för användaren. I studien så tillämpandes även detteoretiska ramverket HMSAM. För att lyckas svara på studiens forskningsfrågor togstudien en kvalitativ ansats där enskilda semistrukturerade intervjuer har genomförtsmed åtta grundskoleelever i åldern 15-17år. Utifrån studiens upptäckter tillsammansmed ramverkets teorier om användarvänlighet och användbarhet framkomrekommendationer för en potentiell mobilapplikation för att förebygga mobbningvilket således kan ses som svaret på studiens tre forskningsfrågor. / Bullying and abusive treatment are considered a serious societal problem. If bullyingdoes not receive more targeted attention and greater intervention, a silent approval forthe violation of another person continues. Therefore, this study aimed to investigatehow a potential mobile application could help and prevent bullying in primary school.The purpose of this study was to gain a deeper understanding of the potential use ofa mobile application that could be used to prevent bullying in primary school, andwhat would be the desired design characteristics for such a mobile application fromthe perspective of primary school students. The research questions that the studyintended to answer were: What suggestions do elementary school students have toprevent and deter bullying? How do primary school students perceive the potentialuse of a mobile application to prevent bullying? How do elementary school studentsdescribe the desired design features of a mobile application to prevent bullying? Inorder to gain a broader understanding of the research area, a literature study wasconducted on the phenomenon of bullying, the digital society and designing for theuser. In the study, the theoretical framework HMSAM was also applied. In order tosucceed in answering the study's research questions, the study took a qualitativeapproach where individual semi-structured interviews were conducted with eightprimary school students aged 15-17 years. Based on the study's discoveries togetherwith the framework's theories on user friendliness and usability, recommendationsemerged for a potential mobile application to prevent bullying, which can thus beseen as the answer to the study's three research questions.
|
378 |
Enhancing User Experience Design workflow with Artificial Intelligence ToolsMortazavi, Arezou January 2023 (has links)
This thesis explores the intersection of Artificial Intelligence (AI) and User Experience (UX)design, aiming to leverage AI capabilities to enhance the overall user experience designprocess. The research included user interviews, data collection, and the usage of AI toolsto enhance efficiency. The collaboration with a company provided insightful informationand directed the research toward investigating AI capabilities in UX design. The studyclarifies the advantages of AI design tools, their impact on the UX design procedure, and thepossibility of further developments. It ends by introducing the AIUX app concept, whichprovides a streamlined and collaborative approach to UX design. The results highlightthe significance of a balanced approach, where AI enhances rather than replaces humancreativity and invention. As AI technology develops quickly and is increasingly included indesign tools, this thesis offers a starting point for further study.
|
379 |
Tillgänglighet för alla : En undersökning av påverkan på tillgänglighet och användbarhet utifrån lagkrav och principer / Accessibility for all : An investigation of the impact on accessibility and usability based on legal requirements and principlesElfstadius, Saga January 2023 (has links)
Syftet med utförd studie var att undersöka hur tillgängligheten samt användbarheten av en webbsida påverkas utifrån lagkraven som existerar för den offentliga sektorn samt de designprinciper som är presenterade av Schlatter och Levinson (2013). Webbsidan som valdes till studien var Hagfors kommuns webbsida. För att nå syftet följdes Löwgrens (2018) designprocess bestående av tre faser, förstudier, designarbete och utvärdering. Förstudierna bestod av utvärdering av Hagfors webbsida för att undersöka vilka lagkrav som inte följdes, samt vilja av designprinciperna som saknades i nuvarande design. När förstudierna var klara började designarbetet. Designarbetet bestod av att arbeta fram två nya prototyper i Figma. Dessa två prototyper användes sedan för utvärderingen och användbarhetstester utfördes på 35 deltagare. Testerna bestod av utförande av uppgift till givet scenario, SUS-enkät samt besvarande av fyra jämförande frågor. Frågorna analyserades med hjälp av Braun och Clarkes sex faser av tematisk analys, SUS-värdet utvärderades utifrån Smyks (2020) acceptansskala och tid samt antal felklick samlades in och sammanställdes efter Benyons (2014) definition av tillgänglighet och användbarhet. Resultatet visade att den nya designen utifrån lagkraven fick ett SUS-värde på 59,2/100 jämfört med originalet som fick 56,5/100. Den nya designen utifrån designprinciperna fick 86,5/100 och originalet fick 67,5/100. Den tematiska analysen visade att deltagarna uppskattade den nya designen utifrån designprinciperna mer än originalet, medan de inte upplevde någon skillnad mellan den nya designen utifrån lagkraven och originalet. De fyra teman som togs fram var navigation, hitta rätt information, intryck samt intuition. Antal felaktiga klick visade att originalet var svårare att navigera igenom på både testerna. Antal sekunder att slutföra uppgiften var mindre på den nya designen gjord utifrån lagkraven, medan den nya designen utifrån designprinciperna gav ett högre resultat. Utifrån resultaten kan slutsatsen dras att designen skapad efter designprinciperna presterade bättre än både originalet samt designen utifrån lagkraven, i tillgänglighet och användbarhet. För framtida studier är det av intresse att utföra fler liknande studier för att utveckla ytterligare förståelsen av vad som påverkar tillgänglighet och användbarhet hos en webbdesign.
|
380 |
Kvalitet av användarupplevelsen från AI chatbottar inom kundservice : En studie om användarupplevelsen från ett användarperspektiv på AI chatbottars upplevda kvalitet och egenskaper för kundserviceArkeving, Gustav, Arif, Yassin January 2023 (has links)
Today's digital progress highlights disruptive digital technology as a numerous impact on marketing and societies. Artificial intelligence in conjunction with chatbots creates a seamless and powerful tool for customer service. Companies are estimated to save 30% in customer service related costs while chatbots can assist with up to 80% of routine questions. Such numbers are considered appealing for companies to implement chatbots with the aim of streamlining and maximizing profits. An important aspect that can be neglected by companies is quality, which is an essential factor for customers' user experience. In this context, the user experience creates satisfaction and repeated use. An understanding of chatbot quality increases the chances of successfully implementing and developing the right tool with the aim of satisfying customers both efficiently and qualitatively in customer service. From such a perspective, the survey has concentrated around the user experience for a chatbot interaction. How is the quality of the user experience and what factors have a direct impact on chatbots in customer service? What characteristics should a chatbot possess to enhance the user experience? The survey has been carried out with the choice of a multimethod research with a qualitative approach. Some quantitative measures have also been used to concretize certain values, but the main focus area has been on the survey of the user experience from a qualitative perspective. Two theoretical frameworks have been used to analyze the user experience of chatbots. These focus on qualitative factors that have an effect on the user experience. The result shows that the quality of the user experience is considered high on the selected chatbot for simpler questions and less complex matters. The factors response-relevance, response-comprehensibility, dialogue-result and dialogue-efficiency showed a relatively high user experience. The characteristics that should be implemented in a chatbot are understandability, reliability, responsiveness and assurance. This creates a confirmation, satisfaction and repeat use for the user experience. Influential factors that have been analyzed in the survey are the user's question formulation. A qualitative advantage is created for users who formulate formal questions, while more personal questions increase the margin of error of the chatbot's interpretive ability to answer the question. The perspective can be seen as a lack of quality from the chatbot or as a missing feature. A final factor impacted in the user experience is technology anxiety, which has been shown to be lowered for users after interacting with a chatbot. Users do not have a high sense of difficulty to use a chatbot but may hold a sense of uncertainty and discouragement. With greater experience and a perceived positive user experience of a chatbot, these factors are drastically reduced. The 5 conclusion leads to the user experience being of high quality in terms of interaction with a chatbot, while several influencing factors are highlighted. Future research is recommended to replicate the study on a larger scale and with more personal and complicated cases for analysis of the user experience of chatbot quality.
|
Page generated in 0.0883 seconds