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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.
41

Manipulativ speldesign : En jämförelse av dark patterns förekomst på olika spelplattformar / Manipulative game design : A comparison of the occurrence of dark patterns on different gaming platforms

Jonsson, Josefin January 2022 (has links)
Online gaming is today a popular everyday activity among both young people and adults. This has led to several new design methods such as dark game design patterns which aim to manipulate the user to act in a certain way that may not necessarily be in their best interest, with features that can be destructive to the user.  The purpose of this study is therefore to examine the presence of dark patterns on two popular gaming platforms – a free to play mobile game and a slot game at a popular online casino – to then investigate what the implementation of these patterns means for the given context. This was considered important to study to identify if the implementation of dark patterns is used differently depending on the gaming platform’s target group, especially as several studies show that it is mainly children and teenagers who play mobile games that are free to play, while slot games are aimed towards adults. The conclusion of this study has shown that the amount of identified dark patterns primarily depends on the game’s construction rather than it’s target group, but also that dark game design patterns are implemented to encourages the user to actively play online games, which in the long run should make the user want to support the gaming companies monetarily.
42

Log In or Sign Up

Gunnarsson, Emil January 2020 (has links)
This thesis details the theoretical framework, methods, and results of the design project “Log In or Sign up”. The result of this project is an ebook sharing the same title. It consists of short stories and poems that revolve around digital surveillance and its effects on the self and society. The writings explore how the digital sur- veillance ecosystem affects our behavior and self-image in ways that we might not even realize. The context is our digital lives in a time where we rely more and more on the internet for our daily activities. The writings attempt to portray the emo- tions we go through while using digital platforms that are designed to extract our personal data. The stories and poems are presented in an interactive layout. Along with the aforementioned topics this thesis also addresses the responsibility of design in creating advanced digital surveillance methods created by companies such as Google, Facebook, Amazon, and Microsoft. For example, through the gami- fication of social media, deceptive presentation of data protection rights, and cura- tion of content for emotional effect.
43

The Dark Patterns of Battle Passes : Investigating player attitudes to a growing type of microtransaction

Fredriksson Friman, Eric, Zätterlund, Ola January 2023 (has links)
In recent years, many PC and console video games have seen a shift towards live service models as a means of generating recurring revenue through in-game purchases called microtransactions. Microtransactions have been linked to the concept of dark patterns—design patterns that favour the service at the expense of the end user—due to their possible negative impact on the user experience. One widespread yet poorly studied microtransaction is the battle pass, particularly from a player perspective. In order to investigate playerattitudes to dark patterns found in battle passes, we conducted two studies, by looking at battle passes found in 19 games, and by carrying out a series of discussion workshops, to identify dark pattern commonalities in battle passes, and to find out how players perceive and experience dark patterns in battle passes, respectively. Data was analysed by means of reflexive thematic analysis in both studies. The results show that battle passes attempt to drive increased player engagement and spending in a number of ways, and further that players have complex—and often contradictory—relationships to battle passes.
44

Dark Patterns i streamingtjänster : Undersöker manipulativ design i streamingtjänsternas användargränssnitt / Dark Patterns in Streaming Services : Studying manipulative design on streaming service's UI

Hallin Jacobsson, Wilmer January 2023 (has links)
Vad händer när en produkt eller tjänst försämrar konsumentens välmående och förtjänsterna ökar ju mer detta sker? Ett etiskt dilemma har uppstått inom digitala plattformar, däribland videoströmningsplattformar (VSP), på grund av detta. En genomgående trend för VSP:ar men också inom e-handeln och mobilappar har visat sig vara nyttjandet av manipulativ design i användargränssnittet, så kallade mörka mönster (eng. Dark Patterns). Inom VSP:ar har Autouppspelningsfunktionen och Rekommendationer utsetts som stora anledningar till att konsumenterna fortsätter att titta. Etiska riktlinjer för UX-designers (de som formar användargränssnitt) kan vara en möjlig väg från detta, andra åtgärder som diskuterats har varit att lagstifta eller lägga tron i att konsumenterna själva kommer att välja bort de plattformar som använder manipulativ design. I syfte att undersöka respondenters medvetenheten om-, förmåga att hitta- och medveten om den potentiella påverkan- och förmåga att hitta mörka mönster på VSP:ar genomfördes en onlineenkät (n=56). Resultatet för undersökningen visar att även om användare i viss mån är medvetna om- och har förmågan att hitta en del av de givna mönsterna bär dessa skyddsegenskaper ingen signifikant relation till att få användaren att undgå att bli påverkad av manipulationen. / What happens when a product or service impairs the consumer's well-being? And profits increase the more this happens? An ethical dilemma has arisen within digital platforms, including video streaming platforms (VSPs), because of this. A consistent trend for VSPs but also for e-commerce and smartphone apps has proven to be the use of manipulative design in user interfaces, so-called Dark Patterns. Within VSPs, the Autoplay feature and Recommendations have been cited as big reasons for consumers to keep watching. Ethical guidelines for UX designers (the ones who shape user interfaces) could be a possible way out of this, other possible measures are to create a legislation or add to the belief that consumers will opt out of those platforms that contain manipulative design. In order to investigate the awareness of-, ability to find- and influence gained despite awareness of- and ability to find dark patterns on VSPs, an online survey was applied (n=56). The result of the investigation shows that even if users are aware to a certain extent and have the ability to find some of the given patterns, these protective properties do not having a significant relationship with the respondent being able to avoid influence from the patterns.
45

UX-designers i förhållande till organisation, etik och ansvar : En kvalitativ intervjustudie om UX-designers etiska ställningstaganden i förhållande till dark patterns

Skoglund, Ingrid, Pettersson Nordqvist, Julia January 2022 (has links)
Dark patterns have the ability to influence unconscious decision-making of users and manipulate them to make decisions that go against their own interests. While dark patterns have led to an increase in sales and optimization of advertisement within companies, the users are affected negatively since they don’t reach their goal with the interface interaction and may be forced to navigate in complicated interfaces or be lured into doing impulsive purchases. Despite numerous negative consequences for the users, dark patterns are frequently found in interfaces. This study investigates this problem by focusing on the UX designer’s role in this, and thereby aims to answer the following questions: What ethical responsibility does UX designers consider themselves to have, in terms of the use of dark patterns? How do UX designers experience that individual practice, organizational practice and applied ethics, according to the framework by Gray and Chivukula (2019), affect the use of dark patterns? The study also investigates if the framework completely covers the design complexity of UX designers in relation to dark patterns. These questions are answered by conducting five semi-structured interviews with professional UX designers. The results showed that organizational practice have the biggest influence on the use of dark patterns by UX designers. Individual practice may inhibit the use of dark patterns and applied ethics can affect the work style of UX designers. During the analysis of the research result, yet another factor was identified. This finding considered the structure of society as a factor greatly affecting a UX designer and also the use of dark patterns. This study therefore aims to further develop the framework by Gray and Chivukula and take the structure of society in to consideration. / Dark patterns har en förmåga att påverka användares undermedvetna beslutstaganden och manipulera användaren till att fatta beslut som går emot dennes egenintresse. Samtidigt som dark patterns har lett till ökad försäljning samt optimerade reklaminsatser hos företagen, drabbas användarna negativt då de inte uppnår målet med interaktionen och bland annat tvingas navigera i komplicerade gränssnitt eller lockas till impulsköp. Trots flertalet negativa konsekvenser för användarna är dark patterns vanligt förekommande. Den här studien undersöker denna problematik genom att fokusera på UX-designerns roll och därmed syftar studien till att besvara följande frågor. Vilket etiskt ansvar anser sig UX-designers ha kring användningen av dark patterns? Hur upplever UX-designers att individens praxis, organisationens praxis och tillämpad etik, enligt Gray och Chivukulas relationsmodell (2019), påverkar användningen av dark patterns? Studien undersöker även om relationsmodellen är heltäckande och fångar UX-designers designkomplexitet i förhållande till dark patterns. Studien besvarar dessa frågor genom fem semistrukturerade intervjuer med yrkesverksamma UX-designers. Resultatet visade att organisationens praxis (B) har störst påverkan på att UX-designers använder dark patterns. Individens praxis (A), kan istället hämma användningen av dark patterns medan inhämtad kunskap om etik (C) har påverkan på UX-designers arbetssätt. Under analysen identifierades ytterligare en huvudfaktor, samhällsstruktur, som också har stor påverkan på en UX-designer och därmed även på användningen av dark patterns. Studiens forskningsbidrag är därigenom en vidareutveckling av Gray och Chivukulas relationsmodell som tar samhällsstrukturerna i beaktande.
46

In what ways do game design students perceive microtransactions in free-to-play online PC games?

Wolfram, Jakub, Näsberg, Rebecka January 2019 (has links)
In recent years, microtransactions have become a norm for monetization and a standardbusiness model in free-to-play games. This is something that affects multiple individuals andhas caused quite a stir among players. Through this research, we want to gain anunderstanding of why some microtransaction types might be considered more acceptable thanothers. In addition, to gaining potential data that could possibly give us a look into the futureof the design of microtransactions. We have gathered our data by conducting online chatbased semi-structured interviews with current and former university students studying gamedesign at Uppsala University.The research found that game design students have a predominantly negative opinion aboutmost microtransactions, especially when they were affecting the gameplay, contrary to whenthey were not.
47

Biopolis : Ett Spelprojekt om Klimat- och Beteendeförändring / Biopolis : A Game Project about Climate- and Behavior Change

Svensson, Rasmus January 2021 (has links)
Klimatförändring är något som sker naturligt på vår planet. Vad man dock har upptäckt under de senaste 100 åren, är att vi människor har påskyndat denna process och därmed satt planetens naturliga cykel ur balans. Forskare förutspår drastiska förändringar i framtiden. Torka och begränsad åtkomst till dricksvatten. Höjning av havsnivån. Extremaväder. M.m. Ändå händer det inte så mycket som man tycker att det borde göra. En förändring måste ske. Så vad kan jag, som grafisk designer, göra för världen? Ett av de stora problemen inom detta ämne är attdetta är något man inte vill tala om i samhället. Det är ett tungt ämne och det är förståeligt att mangärna vänder ryggen till. Därför har jag anpassatmitt projekt till att tackla detta dilemma genom attutnyttja ett medium som har möjlighet att fångauppnärksamhet på ett öppensinnat sätt. Genom rolig aktivitet och lättsam stämning hoppas jag att fler ska vara öppna till förändring. För att uppnå detta har grafisk formgivning använts för att gestala projektets identitet med stöd från färgteori och beteendevetenskap. Även teorierna om nudging och learning by doing har spelat en rolli arbetet som mynnat ut i ett  brädspel med fokus på användarupplevelsen. / Climate change is something that happens naturally on our planet. What has been discovered over the last 100 years, however, is that us humans have accelerated this process and put the planet’s natural cycle out of balance. Researchers predict drastic changes in the future. Drought and limited access to drinking water. Increasing sea level. Extreme weather. Etc. Despite this not as much happens as you think it should. A change must happen. So what can I, as a graphic designer, do for the world? One of the big problems about this topic, is that this is something people avoid talking about in society. It’s a heavy subject and it’s understandable that people would rather turn their back on it. Therefore, I have adapted my project to tackle this dilemma by using a medium that has the opportunity to capture attention in an open minded way. Through fun activity and light-hearted atmosphere, I hope that more people will be open to change. To achieve this, graphic design has been used to shape the project’s identity with the support of color theory and behavioral science. The theories of nudging and learning by doing have also played a role in the work, which resulted in a board game with a focus on user experience.

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