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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

Evaluating Player Experience in Cycling Exergames

Al-Attas, Rana 01 October 2013 (has links)
Obesity has become a worldwide problem that most countries are trying to fight. It affects many people, irrespective of age, race, gender, or religion; anyone can suffer from obesity, which leads to serious problems, both for individuals and for society as a whole. In this study we have selected two groups of people: the basic people who do not exercise on a weekly basis, and the average people who exercise regularly, every week. We have explored the attitude of the two groups in regards to mixing exercises with games, in order to motivate the people with basic activity levels to exercise more frequently. We have used a qualitative standard online questionnaire from AttrakDiff, which evaluates user experience through four important aspects: a) quality; b) subjective understanding of quality and subjective evaluation of quality; c) pragmatic and hedonic features; and d) emotional and behavioural effects. We also did a qualitative study and a quantitative study of some of the important factors present during exercise. The results of the qualitative and quantitative studies were very encouraging as they revealed that mixing games with exercise can transform boring exercises into entertaining ones. It can also motivate players to continue and repeat the exercises. The ANOVA test was applied and it shows that combining games with a stationary bike has a significant effect on the speed and the average rotation per minute of the participants.
2

Evaluating Player Experience in Cycling Exergames

Al-Attas, Rana January 2013 (has links)
Obesity has become a worldwide problem that most countries are trying to fight. It affects many people, irrespective of age, race, gender, or religion; anyone can suffer from obesity, which leads to serious problems, both for individuals and for society as a whole. In this study we have selected two groups of people: the basic people who do not exercise on a weekly basis, and the average people who exercise regularly, every week. We have explored the attitude of the two groups in regards to mixing exercises with games, in order to motivate the people with basic activity levels to exercise more frequently. We have used a qualitative standard online questionnaire from AttrakDiff, which evaluates user experience through four important aspects: a) quality; b) subjective understanding of quality and subjective evaluation of quality; c) pragmatic and hedonic features; and d) emotional and behavioural effects. We also did a qualitative study and a quantitative study of some of the important factors present during exercise. The results of the qualitative and quantitative studies were very encouraging as they revealed that mixing games with exercise can transform boring exercises into entertaining ones. It can also motivate players to continue and repeat the exercises. The ANOVA test was applied and it shows that combining games with a stationary bike has a significant effect on the speed and the average rotation per minute of the participants.
3

Användarupplevelse inom mobila applikationer : En kvalitativ utvärdering av en befintlig utvärderingsmetodiks funktionalitet i en mobil kontext / User Experience of mobile applications : A qualitative evaluation of an existing evaluation method's usefulness in a mobile context

Stenberg, Petter, Acuna, Rodrigo January 2012 (has links)
Choosing the right user experience evaluation method can be difficult, choosing the right one for mobile user experience can be even more so. One major cause is that mobile usage is context dependent. Another contributing factor is that there is not one widely adopted theory or framework for user experience due to its complexity. The purpose of this study was to evaluate an existing method artifact in its feasibility for evaluating mobile applications. The chosen method, AttrakDiff2 is a self-reporting semantic differential questionnaire to evaluate the user experience of an interactive product, based on its hedonic and pragmatic qualities. A study was conducted where the participants assessed one mobile and one web application, which were later rated with AttrakDiff2. The completion of the questionnaire was conducted as a think-aloud session subsequently followed by an interview. The results suggest that the participants experience was affected more by the evaluated application style than the different platforms. The majority of the semantic anchors had a good feasibility. However, the participants found several of these hard to interpret, we could not conclude if this was due to translation issues, cultural contingency or interpretational difficulties. A modified version that grasps interaction qualities and other hedonic attributes that users can associate easier might be better suited for evaluating mobile applications. / Att välja rätt metod för att utvärdera användarupplevelsen kan vara svårt, att välja rätt metod för mobil användarupplevelse kan vara ännu svårare. En viktig orsak till detta är att mobil användning är situationsbaserat. En annan bidragande anledning är att det inte finns en teori eller ramverk för användarupplevelse som har anammats brett på grund av dess komplexitet.Syftet med denna undersökning var att utvärdera en befintlig metodartefakt i hur väl den fungerar för att utvärdera mobila applikationer. Den valda metoden AttrakDiff är en självrapporterande enkät baserad på semantiskt differentierbara ordpar. Dessa används för att utvärdera användarupplevelsen av interaktiva produkter, som bedöms efter dess hedoniska och pragmatiska kvalitéer.En undersökning genomfördes där deltagarna fick utvärdera en mobilapplikation och en webbapplikation, som därefter utvärderades med AttrakDiff. Vid genomförandet av enkäten utfördes en tänka-högt-observation följt av en intervju.Resultatet indikerar att deltagarnas användarupplevelse påverkades mer utav applikationsstilen än av olika plattformar. Majoriteten av ordparen fungerade bra överlag. Dock uppfattades vissa av dessa som svåra att förstå. Vi kunde inte fastställa ifall detta berodde på översättningsproblem, kulturell betingelse av orden eller svårigheter hos respondenterna att tolka ordparen.En modifierad version som beaktar interaktionskvalitéer och andra hedoniska attribut som användare enklare kan associera till skulle kunna vara bättre lämpad för att utvärdera mobila applikationer.
4

Analyzing the effect of animated transitions on the user experience of mobile interfaces

Cnattingius, Linda January 2021 (has links)
Animations in interfaces, when designed correctly, are shown to be beneficial for usability and user experience (UX). However, most designers create their animations from personal preference without knowledge of how their animated transitions affect the user experience, which increases the risk of them becoming distracting and ruining the experience. Current studies on the topic focus mostly on the usability aspects of animations while the research regarding the emotional impact and aesthetics remain sparse. By understanding how the properties of transitions impact the whole user experience of a user interface, well thought out design choices can be made for improving the experience. The aim of this thesis was to investigate how three transforms and five easing types in animated transitions affect user emotions and perceived user experience. These properties were examined and compared using the mixed method approach of semi-structured interviews, Think-Aloud and the shortened version of AttrakDiff. The results of this thesis indicate that both easings and transforms can affect the perceptions of speed, and that faster perceived transitions are generally more preferred. Also, that the transforms can be more or less suitable for communicating certain changes, and that easings can convey certain impressions suiting different contexts in mobile UIs. The insights of this study can be used for guidance in designing or choosing transitions for specific affective purposes for an improved user experience. / Animationer i gränssnitt sägs gynna användbarhet och användarupplevelse när de är utformade korrekt. De flesta designers skapar dock sina animationer utifrån personliga preferenser utan kunskap om hur deras animerade övergångar påverkar användarupplevelsen, vilket ökar risken för att distraherande animationer som kan förstöra upplevelsen istället. I dagsläget fokuserar studier inom detta område främst på användbarhet av animationer medan forskningen kring emotionell påverkan och estetik är begränsad. Genom att förstå hur egenskaperna för animerade övergångar påverkar hela användarupplevelsen för ett användargränssnitt kan mer genomtänkta designval göras för att förbättra upplevelsen. Syftet med denna avhandling var att undersöka hur tre transformationer och fem olika accelerationer i animerade övergångar påverkar användarnas känslor och användarupplevelse när de används i ett mobilt gränssnitt. Dessa egenskaper undersöktes och jämfördes med genom semi-strukturerade intervjuer, Think-Aloud metoden och den förkortade versionen av AttrakDiff. Resultaten tyder på att både accelerationer och transformationer kan påverka uppfattningen av animationens hastighet, och att snabbare upplevda övergångar i allmänhet är mer föredragna. Dessutom kan transformationerna kan vara mer eller mindre lämpliga för att kommunicera vissa förändringar i gränssnittet, och olika accelerationer kan förmedla vissa intryck som passar i olika sammanhang i mobila användargränssnitt. Resultaten av denna studie kan användas som vägledning vid utformning av övergångar för specifika affektiva ändamål och för en förbättrad användarupplevelse.

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