• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 31
  • 6
  • 3
  • 2
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 50
  • 50
  • 31
  • 18
  • 16
  • 13
  • 12
  • 10
  • 9
  • 9
  • 8
  • 7
  • 7
  • 6
  • 6
  • 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.
31

Educational VR : An exploration of educational VR for professional users

Dam Roadley-Battin, Nikolaj January 2018 (has links)
This thesis explores Virtual Reality (VR) as a digital medium for teaching in a professional context. In collaboration with ABB, a pioneering technology leader, the thesis questions whether VR could be the future medium for training ABB service personnel.  The research discusses how you can design for VR, by drawing parallels to traditional mediums; Moreover, the research covers insights into the ABB education and VR explorations.  Three experience prototypes were designed as the final concept. These experience prototypes aim to highlight educational use cases through VR, covering collaborative work, safety guidelines and various utilities. The goal of the final experience prototypes is to engage potential users and designers in a dialog concerning VR as an educational medium of the future.
32

DESIGNING INTERACTIVE CARPET AND EVALUATING THE ARTIFACT WITHIN ACTIVITY THEORY

Hong, Yeji January 2018 (has links)
When people are stressed, they are likely to walk faster. Research indicates that walking speed is an indicator of pace of life, with a faster walking speed in urban areas. Based on empirical data, I designed and developed a prototype of an interactive carpet for encouraging users on the carpet to slow down and thus to relax more. I evaluated the interactive carpet with user interviews, and two different experiments, where one of the experiments was conducted in an exhibition environment. My findings indicate users feel more relaxed in the interaction when they are informed about how to operate the prototype, as opposed to users who are not informed before they use the prototype and thus have a learning phase in which they have to figure out how the prototype works. Like earlier research, my finding assures that the usability problem should be prioritized over improving the system for user experience (UX). In addition, I discuss applicability of the Activity theory framework to my studies and propose an extension of the activity checklist, namely to take user intention into account for a more holistic analysis. / När människor är stressade,så går de ofta snabbare.Forskning pekar på gånghastighet som en indikator på livstempot i övrigt, med en högre gånghastighet i stadsmiljöer.Baserat på empirisk data så har jag designat och utvecklat en prototyp för en interaktiv matta som ska uppmuntra användare till att sakta ner när de går över mattan, och därmed bli mer avkopplande.Jag utvärderade den interaktiva mattan med användarintervjuer och två olika experiment, där ett av experimenten utfördes i en utställningsmiljö.Mina resultat indikerar att användare känner sig mer avkopplade i interaktionen när de är informerade om hur de ska använda prototypen, i kontrast till användare som inte har blivit informerade innan de får använda prototypen och som därmed har en inlärningsfas där de måste räkna ut hur prototypen fungerar.I enlighet med tidigare forskning så visar mina studier att användbarhetproblem bör prioriteras över att förbättra systemet med avseende på användarupplevelse (UX).Utöver detta så diskuterar jag applicerbarheten hos aktivitetsteori på mina studier och föreslår en utökning av aktivitetschecklistan, nämligen att ta hänsyn till användarens avsikt för en mer holistisk analys.
33

Optimalizace procesu náboru žadatelů o spotřebitelský úvěr - případová studie / Optimizing the recruitment process applicants for consumer credit - case Study

Moudrý, Vojtěch January 2011 (has links)
This thesis is focused on analyzing the process of an online request for a consumer loan. It targets its weak points and creates a set of recommendations that should lead to more user - friendly environment. In the theoretical part, the thesis covers issues of consumer loans and explains topics from user testing and usability. It also describes methodology of the research. The practical part of this thesis is centered around a general simulation model, which was created based on the previous analysis. With this model and using selected methods the thesis identifies critical points common to most tested participants. Based on the results of the user testing, recommendations are made to resolve these issues. The general model was modified according to the validity of these recommendations and then subjected to re-testing. This thesis is unique for the use of an eye-tracking camera among other methods.
34

Zvyšování obchodní výkonnosti webu / Increasing business performance of website

Knopp, Filip January 2015 (has links)
This thesis deals with the improving of website business performance through the optimization with a focus on user experience. Its concern is not how to accumulate more traffic to the website but rather how to motivate website users, persuade and help them achieve desired goals. The aim is to introduce the concept of User Experience (UX) and Conversion Optimization (CRO). Further on, to suggest a general process of the website optimization focused on user experience and to apply this procedure in a case study. The contribution of this thesis is to link the UX/CRO concepts that provide users with a positive brand experience and allow organizations a sustainable competitive advantage, differentiation and higher marketing ROI.
35

Designing a Shared Listening Experience for an Audiobook Streaming Service : A UX and UI Project

Eriksson, Mikaela, Reponen, Vilma January 2021 (has links)
This study, done in collaboration with Storytel, aimed to investigate whether a shared audiobook live listening experience would add value to users of the Storytel app and how such a feature could be designed in terms of User Experience and User Interface. The purpose was to determine the minimal viable product (MVP) and if live listening with others is interesting in itself or else, what is the most basic interaction type required in connection to the listening. The aim was also to design the optimal solution, beyond technical, time and/or prioritization constraints. The method used was a combination of the IDEO design process with three phases (Inspiration, Ideation and Implementation), and Holtzblatt and Beyer’s (2016) five steps of Contextual Design (Gathering User Data, Compiling User Data, Ideation with User Data, Defining the Product and Making it Real). To investigate user opinions and requirements, surveys were sent out to Storytel users and authors on the four markets Sweden, Denmark, the Netherlands and India, resulting in a total of 448 responses. Based on this data, an extensive design work in three phases was carried out to achieve the result of a final design prototype of a live listening feature inside the Storytel app. In order to validate the design choices continuously in each phase, 15 user tests were achieved, whereof 4 initial tests, 10 interactive user tests and 1 focus group interview. The results show that there is certainly an interest for such a feature among some users, and the interest is bigger if an author participates. In general, users on the Indian market are more interested in the feature than users on the European markets. Authors are more interested than the average user in live listening and interacting with its listeners. An important finding was that the feature must include an element of interaction to make it relevant and interesting to users, which is why a prototype including emoji reactions was proposed as an MVP. In this version, the possibility to discuss is linked to an outsourced forum such as Google Meet. For the optimal design, a chat was included inside the application as this was concluded highly desired by users.
36

PropTech: Exploring the prerequisites to advance the digital innovation of real estate listings

Betzeki, Christina January 2020 (has links)
With an increasing population and decreasing housing supply, students in large cities get entangled in a societal crisis. Concurrently, the intermediary rental websites are scattered and insufficient. An emerging technology; PropTech is in the nascent phase, aiming to streamline the rental process by assisting target users. Through an exploratory approach, this study thoroughly investigated the sequences which prospective tenants encounter during the rental process. Simultaneously, their challenges and needs got examined. The data collection consisted of a landscape analysis, and semi-structured interviews combined with a focus group. The identified sequences which need to be incorporated into a rental PropTech platform are (1) Finding the listings, (2) Filtering the listings, (3) Contact with landlord, (4) Viewing the property, (5) Closing a deal, (6) Moving in, and (7) Post moving feedback. Throughout such a platform, it is essential to implement functions that support transparency, reliability, privacy, and feedback.
37

User Research im Zukunftsorientiertem Design-Thinking: Eine Ganzheitliche Methode für das Stakeholder-Management in der Service-Optimierung

Mozuni, Mehdi, Ohlhoff, Maren, Glatzel, Gerhard 06 September 2021 (has links)
User Research ist eine wichtige und in vielen Ansätzen die erste Phase eines iterativen Designprozesses. Aber wie kann eine valide User Research für eine in die weite Zukunft gerichtete Produktgestaltung durchgeführt werden? User Research erfordert die Einbindung zukünftiger NutzerInnen oder potentieller KundInnen. Diese können aber überwiegend keine plausible Auskunft über die eigenen Bedürfnisse der (fernen) Zukunft geben. Auch können sie ausgehend vom individuellen Ist-Zustand nicht zwischen realisierbaren und utopischen Produktkonzepten unterscheiden. In diesem Beitrag diskutieren wir die Herausforderungen von User Research speziell für mittel- und langfristige Zielsetzungen und stellen einen Lösungsansatz vor: Wir empfehlen daher den Designprozess mit einem Szenarioverfahren zu initiieren, welcher eine Trendanalyse und eine Expertenbefragung beinhaltet. Aufbauend auf den Ergebnissen aus der Szenarioarbeit werden die NutzerInnen in einer späteren Phase des Designprozesses zur Evaluierung von Nutzungsszenarien eingebunden. Anhand von zwei aktuellen transdisziplinären Projekten „Elektrifizierung von landwirtschaftlichen Betrieben“ und „Sustainable Energy-Efficient Aviation“, in denen der angenommene Status zukünftiger sozialer, wirtschaftlicher und politischer Trends die Perspektive und das Konsumverhalten fiktiver NutzerInnen kontinuierlich prägen wird, zeigen wir, wie wir Nutzerforschung in strategischen Designprozessen mit hoher Vorhersagegüte einsetzen.
38

User Profiling in Game Development : A comparison of theory and practice

Eriksson, Johannes January 2023 (has links)
This study aims to answer the research question: How does the academic accounts of user profiling compare to how practitioners of game development use user profiling? Knowing one’s users is a key part of designing a product, so that you know which features to prioritise. This is of course also true for video games. One way to achieve this is to categorise the users based on key characteristics, such as their age or their motivations. This is also known as user profiling and is commonly discussed in academic literature. However, it is not known how user profiling is used within the industry of game development; if even at all. To research this, two UX/UI designers at a Swedish game development studio have been observed and interviewed, which has resulted in a list of differences in how the academic literature says about user profiling and how practitioners use user profiling. This can be used to bridge the gap between the two, which could aid in designing and researching for a better user experience in video games.
39

Data-Driven Operator Behavior Visualization : Developing a Prototype for Wheel Loader / Datadriven visualisering av operatörsbeteende : Utveckling av en prototyp för hjullastare

Tian, Huahua January 2022 (has links)
To realize key business capabilities and secure long-term growth, Volvo Construction Equipment (Volvo CE) set out to define a vision for digital transformation. The latest trends in AI-powered smart electronics open up endless opportunities to help Volvo CE's operators use Wheel Loaders – Construction machines to increase productivity. To ensure operators are working in a way that delivers optimum fuel efficiency and productivity to achieve optimum results on-site, the company aspires to create visual tools to keep track of operator behavior in the operator environment. Monitor operator behavior with key indicators then visualized to inform how this affects important results for the customers and for Volvo CE. The audience is operators themselves, and internal staff like UX engineers and Product owners. Data-driven concept design (DDCD) is a decision-making approach that heavily relies on collected data and highlights the need to proactively plan and design. It is a popular approach to capturing tacit customer needs and makes a great contribution to data visualization design. Also, an emerging concept like the digital twin provides inspired ideas in data visualization conceptual design. However, little research is on the DDCD for data visualization. Thus, this work aims to explore appropriate data visualization techniques under the DDCD framework. The result is to help Volvo CE, primarily via data visualization, keep track of operator behaviors, and how these affect wheel loader productivity and energy efficiency data on different levels and in a wider context. To carry out, A series of DDCD cases for the improvement of wheel loader operator behaviors are researched and designed, to present data in a clear and concise visual way for both internal audience and operator training. As the result, a prototype containing a series of visualization techniques is proposed for two target groups and corresponding application scenarios including coaching and aid decision-making. Created a series of dashboards with expected functionalities based on understanding the current machine. The prototype for the internal audience has functionality: site and time selection, weekly overview window, phase selection, cycle thread trace, insight window, data presentation, and toolbox. The prototype for operator training has functionality: site and time selection, opponent selection, phase selection, cycle thread trace, external data window, individual comparison section, and insights block. / För att förverkliga viktiga affärsmöjligheter och säkra långsiktig tillväxt har Volvo Construction Equipment (Volvo CE) tagit fram en vision för digital omvandling. De senaste trenderna inom AIdriven smart elektronik öppnar oändliga möjligheter att hjälpa Volvo CE:s operatörer att använda hjullastare - anläggningsmaskiner för att öka produktiviteten. För att säkerställa att förarna arbetar på ett sätt som ger optimal bränsleeffektivitet och produktivitet för att uppnå optimala resultat på plats strävar företaget efter att skapa visuella verktyg för att hålla koll på förarens beteende i förarmiljön. Övervaka operatörens beteende med nyckelindikatorer som sedan visualiseras för att informera om hur detta påverkar viktiga resultat för kunderna och för Volvo CE. Målgruppen är operatörerna själva och intern personal som UX-ingenjörer och produktägare. Datadriven konceptdesign (DDCD) är en beslutsmetod som i hög grad bygger på insamlade data och belyser behovet av proaktiv planering och design. Det är ett populärt tillvägagångssätt för att fånga upp tysta kundbehov och ger ett stort bidrag till design av datavisualisering. Dessutom ger ett framväxande koncept som den digitala tvillingen inspirerande idéer för konceptuell utformning av datavisualisering. Det finns dock lite forskning om DDCD för datavisualisering. Det här arbetet syftar därför till att utforska lämpliga datavisualiseringstekniker inom ramen för DDCD. Resultatet är att hjälpa Volvo CE, främst via datavisualisering, att hålla koll på förarnas beteenden och hur dessa påverkar data om hjullastares produktivitet och energieffektivitet på olika nivåer och i ett större sammanhang. För att genomföra, En serie DDCD-fall för förbättring av beteenden hos hjullastarförare undersöks och utformas, för att presentera data på ett tydligt och kortfattat visuellt sätt för både intern publik och förarutbildning. Som resultat föreslås en prototyp som innehåller en serie visualiseringstekniker för två målgrupper och motsvarande tillämpningsscenarier, inklusive coaching och stöd för beslutsfattande. Skapade en serie instrumentpaneler med förväntade funktioner baserat på förståelse av den nuvarande maskinen. Prototypen för den interna målgruppen har följande funktioner: val av plats och tid, fönster för veckoöversikt, val av fas, spårning av cykeltråd, insiktsfönster, datapresentation och verktygslåda. Prototypen för operatörsutbildning har följande funktioner: val av plats och tid, val av motståndare, val av fas, spårning av cykeltråd, fönster för externa data, avsnitt för individuella jämförelser och block för insikter.
40

Customer Involvement in the Product DevelopmentProcess at an SME Digital Business Platform / Kundinvolvering i produktutvecklingsprocessen på ettmedelstort digitalt plattformsföretag

INGELS, ASTRID, SANNERUD, YLVA January 2021 (has links)
Some of the world’s most valuable companies today are platform businesses. Both smaller and larger companies are turning their product and service development from a linear developmentapproach to a platform approach. Despite the emerging studies on platforms, and even though studies on customer involvement have been performed for decades, there is an acknowledged research gap on customer involvement in the development of platforms. This thesis contributes to research by studying Tradera, an online small to medium-sized (SME) marketplace platform facilitating and enabling sales of goods through matching of sellers and buyers on the site. The study is based on an extensive literature search within the fields of customer involvement anddigital platform businesses. The results were based on qualitative data received from exploratory studies in the form of 13 semi-structured interviews conducted at the company. The results from studying the company revealed the complexity in the product of being a platform as well as the complexity of the user base involved in the product development. The complex user base leads to heterogeneity in user needs and difficulty of knowing which users to involve and when to involve them in the product development in order to increase user satisfaction. There was also found to be difficulties in the allocation of resources for (SME)platforms regarding user involvement. Even though difficulties in user involvement were found, the research also showed the great resource of user data that is to be utilized. The purpose of the study was to map and refine the process of user involvement in the product development of an SME platform in order to increase user satisfaction. The study resulted in a framework and recommendation for how to find and involve users in the product development process. The recommendations are to be considered by SME platform businesses wanting to increase the user satisfaction of their product. / Några av världens mest värdefulla företag idag är plattformsföretag. Både mindre och större företag ändrar sin produkt- och tjänsteutveckling från en linjär utvecklingsstrategi till en plattformsstrategi. Trots ökade studier av plattformsföretag, och att studier on kundinvolvering har utförts i årtionden, finns det ett forskningsgap när det gäller kundinvolvering i utvecklingen av plattformar. Denna avhandling bidrar till forskning genom att studera Tradera, en liten till medelstor marknadsplattform som online underlättar och möjliggör försäljning av varor genom matchning av säljare och köpare på webbplatsen. Studien bygger på en omfattande litteraturundersökning inom områdena kundinvolvering och digitala plattformar. Resultatet baserades på kvalitativa data från undersökande studier i form av tretton semistrukturerade intervjuer som genomfördes på företaget. Genom att studera företaget avslöjades komplexiteten i att vara en plattform samt komplexiteten hos användarbasen som är involverad i produktutvecklingen. Resultatet påvisade att den komplexa användarbasen leder till heterogenitet i användarnas behov och svårigheter att veta vilka användare som ska involveras och när de ska involveras i produktutvecklingen för att öka kundnöjdheten. Studien visade också på svårigheter hos små till medelstora plattformar att fördela resurser till användarinvolvering. Förutom svårigheter med användarinvolvering visade även studien att det finns stora resurser i användardata som kan utnyttjas. Syftet med studien var att kartlägga och förfina processen för användarinvolvering i produktutvecklingen av små till medelstora plattformar för att på så sätt öka kundnöjdheten. Studien resulterade i ett ramverk och rekommendationer för hur företag kan hitta och involveraanvändare i produktutvecklingsprocessen. Rekommendationerna och ramverket kan implementeras hos små och medelstora plattformsföretag som vill öka användarnöjdheten hos sin produkt.

Page generated in 0.0282 seconds