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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.
1

Who are we developing for? : Identifying the users and their needs for the video streaming support service “Streamingkollen” / Vem är det vi skapar för? : Identifiera och förstå sig på användarna till videostreamingtjänsten ”Streamingkollen”

Maksumic, Elma January 2015 (has links)
It has become more and more important for creators of technical services to know whom they are designing for so they can satisfy their customers. A way to satisfy the costumers is to include a User Experience (UX) process in line with the creation process of the service. To create a good UX for the users one firstly needs to identify and understand the users. This thesis has investigated how the use of Personas can facilitate the understanding of the user in the context of User Experience (UX). A Persona is a fictive person that is a representation of a user group. A Persona is created with the objective that through the connection of the user goals, attitude and behaviours one can truly understand the users from an UX perspective. This thesis is creating Personas for a service called Streamingkollen. That is a service with the goal to help users with problems they have, connected to Video on demand (VoD) services. A video on demand service is a service that allows the users to watch videos whenever they want. Netflix, SVT play, HBO Nordic, TV4 play, are some examples of VoD services. The user data was collected through user interviews on predetermined users and then segmented into different user groups”. Personas were created, to make the different user group more realistic and easier to communicate. The different findings about the different user groups was put together as a story about one person (representing the user group) with a name, family, a job etc., and different characteristics that reflected the user group. The result is presented in three found user groups. The user groups were put together with different elements thanks to the segmentation and Personas. The segmentation made it possible to identify what causes the different needs that the users had when wanting support with a technical problems connected to VoD service and how these needs could be satisfied.. The Personas translated the user data into stories so that the findings about the users were easier to understand and adapt to. The role Personas play in the UX process is that without the comprehensive picture that is presented in the Personas and created thought data gathering and segmentation, it can be hard to identify the users needs and how they can be achieved.
2

Co-designing hair care experience

Wang, Haihong January 2010 (has links)
No description available.
3

Developing A Model For Effective Communication Of User Research Findings To The Design Process

Tore Yargin, Gulsen 01 January 2013 (has links) (PDF)
It is a commonly held belief that the integration of user research data into the design process can bring great benefits / and there have been many studies that not only examine these benefits, but have also suggested how these researches may be carried out. However, effective integration relies as much on the way information gathered from user researches is delivered to the designer as the quality of the information gathered. Examples of how user research findings are communicated can be found in literature / but what is lacking is a structured approach to developing deliverables with a framing of discussions about effectiveness, considering the practitioner&rsquo / s needs and expectations. This study aims to investigate how user research findings should be communicated to the designers in order to maintain effectiveness in integration of the findings to the design process. A model and strategies and guidelines to achieve effective communication are proposed as the result. In order to propose them the methodology involves three main stages, including a literature search, an in-depth interview with the practicing designers and a verification questionnaire to confirm the findings of the previous two stages. The results of the study reveal expected outcomes of the user research activity by designers as the dimensions of effective communication of user research findings. Moreover qualities of the delivery mediums and informational content of the deliverables are identified from practitioners&rsquo / perspectives. The outcome of the study is a set of strategies and guidelines that the researches should consider, while designing new deliverables and planning communication activities for delivering user research findings to the design process.
4

A Method For Supporting Data Collection In Userresearch Studies At Domestic Environments

Oztoprak, Aydin 01 September 2011 (has links) (PDF)
This thesis analyzes data collection tools and methods in domestic environments for smart product development processes. The aim of the study is to create a method for supporting data collection studies in user research of smart products at domestic environments. The study examines the utilization of information and communication technologies in ethnographic data collection methods at domestic environments with a qualitative approach. Two case studies are conducted to understand and analyze the effects of custom designed data collection tools in user research studies conducted at domestic environments. The results of the study revealed that utilization of data collection equipment and methods that are customized to the characteristics of aims and objectives of user research studies, product characteristic and study participants&rsquo / own environment might lead to the possibility to increase number of study participants and decrease researchers&rsquo / presence in domestic environments. Additionally, it was found that, sensor kits and internal device logs are capable of supporting user research studies for the evaluation of products, however due to technical complexity and unpredictable contextual factors, triangulation of data collection methods and redundancy of data collection equipment are necessary.
5

Using Visual Media to Empower Citizen Scientists: A Case Study of the Outsmart App

Kierstead, Megan E 29 October 2019 (has links)
To be successful citizen science projects need to do two key things: (1) they need to meaningfully engage the public and they must also provide people with the tools, expertise, and/or training needed to participate in rigorous research that can be used by the scientific community. In some ways, these requirements are potentially at odds. Emphasis on rigor and expertise risks excluding members of the public who do not feel qualified to participate in esoteric or technically difficult scientific research. Conversely, projects that eschew rigorous methods in favor of wider participation might lead to bad data that cannot be used to draw any meaningful conclusions to expand scientific understanding. How then do those who are aiming to design successful citizen science programs create tools and processes that facilitate both active engagement and meaningful scientific results for perceived non-expert researchers? This paper uses a case study of the Outsmart Invasive Species Project (Outsmart) to explore how visual media shape the experiences of citizen scientists participating in a data collection project. Outsmart uses visual media such as photographs and videos to train users in identifying invasive species, and asks them to submit their own location-tagged pictures to a central database for review by a trained research team. Using ethnographic field observation, we focused on how visual media serve to improve engagement in non-expert Outsmart users by building confidence and expertise. Our work can provide guidance to other citizen science projects in how to best use visual media to empower citizens and improve scientific outcomes.
6

Implementujte Android aplikaci pro stahování a poslech audio podcastů / Implement Android Application for Download and Listening to Audio Podcasts

Švehla, Ján January 2016 (has links)
This master's thesis is aimed at the problems and issues which are encountered over the development of application for mobile devices. An application for managing and listening of audio podcasts was chosen to be developed. This thesis will guide the reader through general topics and issues of "User Experience" research, its usage and specification on mobile devices and actual design and the implementation of developed application. Results of this work can be used for the development of applications with respect to user centered design.
7

Hur kan produktdesign förbättra kommunikationen mellan grundskolelärare och elever med NPF diagnoser?

Sandborgh, Line January 2019 (has links)
Elever med neuropsykiatriska funktionsvariationer (NPF) upplever en försämrad skolgång på grund av att den är dåligt anpassad efter deras behov. Grundskolelärare har ett ansvar att anpassa sin undervisning så den passar alla, men deras ökade belastning lämnar lite tid över till att kommunicera med sina elever på individnivå för att ta reda på deras behov. Den bristande kommunikationen mellan grundskolelärare och elever med NPF blir problematisk då parternas behov missförstås av varandra. Denna studie undersökte hur man genom produktdesign kan skapa en bättre kommunikation mellan elever med NPF och deras lärare. Studien genomfördes med teorier och metoder från forskningsfältet användarcentrerad design. Genom intervjuer, observationer, dokumentanalys, en ökad empatisk förståelse och marknadsundersökning skaffade studien en förståelse av användarnas behov och önskemål. En koncept- och produktutvecklingsfas möjliggjorde skapandet av ett slutgiltigt produktförslag. Studiens slutsats visar hur produktdesign i en användarcentrerad designprocess skapar en förståelse för en användargrupp och möjliggör ett produktförslag som tillfredsställer deras behov. Studien resulterade i ett produktförslag som kan förbättra kommunikationen mellan grundskoleelever med NPF och deras lärare. Produktförslaget kan förhoppningsvis leda till en bättre skolgång för elever med NPF om läraren gör anpassningar i sitt klassrum och/eller undervisning som tar hänsyn till elevens behov. Produktförslaget är endast ett förslag på hur en produktlösning kan se ut bland många andra möjliga lösningar. Studiens kunskapsbidrag bidrar med insikt i hur man genom produktdesign och en användarcentrerad designprocess kan utforska en användargrupp för att tillgodose deras behov. / Students with cognitive disabilities are unsatisfied with their lower school education because of poor adaption to their needs. Lower school teachers have a responsibility to adjust their way of teaching and classroom environment in order to fulfill everyone’s needs. But the abundant workload teachers experience leaves little time for individual communication with their students to find out their needs. This study examined how product design can create a better communication between lower school students with cognitive disabilities and their teachers. The study used theories and methods from the research field of user-centered design. The methods used were interviews, observations, analysis of documents, improvement of empathetic understanding and a market analysis. These enabled a better understanding of the users’ needs and desires. The study’s conclusion shows how product design in a user-centered design process can create a better understanding of a user group and a design-proposal that satisfies the users’ needs and desires. The study resulted in a design-proposal that can improve communication between lower school students and their teachers. The design proposal can potentially lead to an improved education for students with cognitive disabilities if the teacher adjusts their classroom environment and/or way of teaching with regards to their students’ needs. The design-proposal is merely a proposal among many other solutions of how a product solution could be made. The study contributes with research about how product design and a user-centered design process can examine a user group in order to satisfy their needs.
8

Sustainability by Design: How to Promote Sustainable Tourism Behavior through Persuasive Design?

Liu, Zhaoran, M.A. 11 July 2019 (has links)
No description available.
9

Mind the Gap… A Case Study about Cross-functional Collaboration between Teams in Game Development

Lennmor, Lynn January 2019 (has links)
Game development today is a complex process that differs from traditional software development by presenting unique challenges stemming from a multidisciplinary structured process, including teams from multiple fields, such as art, sound, programming, design, human factors and more. This, together with the growth of the industry during recent years has increased the need for a more efficient cross-functional collaboration and understanding between these teams. This study focuses on the collaboration and understanding between two distinct teams, User Research (UR) and Development in order to try and shed some light on an emerging challenge of a gap in understanding that exists between the two fields. A case study was conducted at an established game company in Sweden, where a UR team was closely observed and analyzed. The results of this study showed that the issues and practices could be grouped into three different areas, Process, Communication, and Understanding that affected each other differently. Where a majority of the issues found often related to Communication and Understanding problems. The findings provided a glimpse of the gap in understanding in a game development process and what problems it can entail and what the possible solutions could streamline the process. However, in order to fully understand and fill this gap more thorough observations during a longer period of time is required. / Spelutveckling idag är en komplex process, som skiljer sig från traditionell programutveckling genom att den presenterar unika utmaningar som härstammar från en multidisciplinär strukturerad process. Som inkluderar teams från många olika fält, såsom konst, ljud, programmering, design, mänskliga faktorer och många fler. Detta tillsammans med utvidgning av industrin de senaste åren har det skett ett behov av mer effektivt tvärfunktionellt samarbete och förståelse mellan dessa team. Denna studie fokuserar på samarbete och förståelsen mellan två specifika team, User Research (UR) och Development för att försöka belysa den uppkomna utmaningen av en klyfta i förståelsen som existerar mellan de två fälten. En fallstudie gjordes på ett etablerat spelföretag i Sverige, där ett UR team noggrant observerades and analyserades. Resultaten från studien visar att problem och praxis kunde grupperas i tre olika områden, Process, Kommunikation och Förståelse där var och en påverkade varandra olika, där majoriteten av de identifierade problemen ofta relaterade till Kommunikation och Förståelse problem. Upptäckterna gav en skymt av klyftan i förståelse som finns i en spelutvecklingsprocess och vilka problem den kan medföra samt vilka möjliga lösningar som skulle kunna effektivisera denna process. Dock, för att få full förståelse över denna klyfta och hur man kan skulle kunna fylla den så behövs en mer noggrannare studie över en längre tid.
10

Alone with Company: Studying Individual and Social Players' In-game Behaviors in Adaptive Gamification

Loria, Enrica 13 April 2021 (has links)
Humans procrastinate and avoid performing activities that they deem dull, repetitive, and out of their comfort zone. Gamification was conceived to reverse the situation by turning those activities into fun and entertaining actions exploiting game-like elements. In practice, however, many challenges arise. Gameful environments cannot satisfy every player's preference and motivational need with a one-fits-all strategy. However, meeting players' motivational affordances can provide intrinsic rewards rather than extrinsic (e.g., points and badges). Producing intrinsic rewards is desirable as they are more likely to foster long-term retention than the extrinsic counterpart. Therefore, gamified systems should be designed to learn and understand players' preferences and motivational drivers to generate specific adaptation strategies for each player. Those adaptation strategies govern the procedural generation of personalized game elements - examples are task difficulty, social-play versus solo-play, or aesthetic tools. However, an appropriate personalization requires intelligent and effective player profiling mechanisms. Player profiles can be retrieved through the analysis of telemetry data, and thus in-game behaviors. In this project, we studied players' individual and social behaviors to understand their personalities and identities within the game. Specifically, we analyzed data from an open-world, persuasive, gamified system: Play&Go. Play&Go implements game-like mechanics to instill more ecological transportation habits among its users. The gamified app offers various ways for players to interact with the game and among one another. Despite Play&Go being one of the few examples of gamification implementing more diverse game mechanics than solely points and leaderboards, it still does not reach the complexity of AAA entertainment games. Thus, it limits the applicability of an in-depth analysis of players' behaviors, constrained by the type of available features. Yet, we argue that gameful systems still provide enough information to allow content adaptation. In this work, we study players' in-game activity from different perspectives to explore gamification's potential. Towards this, we analyzed telemetry data to (1) learn from players' activity, (2) extract their profiles, and (3) understand social dynamics in force within the game. Our results show how players' experience in gamified systems is closer to games than expected, especially in social environments. Hence, telemetry data is a precious source of knowledge also in gamification and can help retain information on players' churn, preferences, and social influence. Finally, we propose a modular theoretical framework for adaptive gamification to generate personalized content designed to learn players' preferences iteratively.

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