Spelling suggestions: "subject:"design pattern"" "subject:"1design pattern""
81 |
Vliv herních mechanismů na uživatelskou zkušenost / Influence of games mechanisms on user experienceKracík, Radim January 2011 (has links)
The work deals with the relationship between game mechanics and user experience. Identifies the basic gameplay mechanics and elements that have the most important influence on the quality of user experience. Research is realized on the example of a specific game using the concept of game design patterns. Part of the work deals with the introduction of this concept. Furthermore, the work deals with the general theories of games, models of classification and history of computer games. Part of the work is a description of the author's practical experience in creating games as a school project.
|
82 |
Grafický editor simulačních modelů / Graphical Editor of Simulation ModelsHořák, Jan January 2008 (has links)
This paper contains brief introduction into modeling and simulation using Discrete Event Specified System (DEVS) formalism. It defines basic models (atomic and coupled DEVS) and shows how they are simulated. Examples of derived DEVS formalism like parallel DEVS or DESS are also presented. It is described how to create DEVS models using graphic modeling software and advantages and disadvantages of this approach. A short summary of known programs are also covered. Storing models in the XML language, validation of XML document and transformation capabilities by XSLT are discussed. The main section is dedicated to the design of a graphic editor for simulation models inspired by design patterns including classes for canvas, model representation, export module interface and main application. The XML document used for storing DEVS models and simple DEVS simulator are also described. Implementation section presents used programming libraries, reasons why they have been used and their advantages and disadvantages. Paper ends with an example of a simple DEVS model created by implemented graphic editor for simulation DEVS models.
|
83 |
IT’S IN THE DATA 2 : A study on how effective design of a digital product’s user onboarding experience can increase user retentionFridell, Gustav January 2021 (has links)
User retention is a key factor for Software as a Service (SaaS) companies to ensure long-term growth and profitability. One area which can have a lasting impact on a digital product’s user retention is its user onboarding experience, that is, the methods and elements that guide new users to become familiar with the product and activate them to become fully registered users. Within the area of user onboarding, multiple authors discuss “best practice” design patterns which are stated to positively influence the user retention of new users. However, none of the sources reviewed showcase any statistically significant proof of this claim. Thus, the objective of this study was to: Design and implement a set of commonly applied design patterns within a digital product’s user onboarding experience and evaluate their effects on user retention Through A/B testing on the SaaS product GetAccept, the following two design patterns were evaluated: Reduce friction – reducing the number of barriers and steps for a new user when first using a digital product; and Monitor progress – monitoring and clearly showcasing the progress of a new user’s journey when first using a digital product. The retention metric used to evaluate the two design patterns was first week user retention, defined as the share of customers who after signing up, sign in again at least once within one week. This was tested by randomly assigning new users into different groups: groups that did receive changes related to the design patterns, and one group did not receive any changes. By then comparing the first week user retention data between the groups using Fisher’s exact test, the conclusion could be drawn that with statistical significance, both of the evaluated design patterns positively influenced user retention for GetAccept. Furthermore, due to the generalizable nature of GetAccept’s product and the aspects evaluated, this conclusion should also be applicable to other companies and digital products with similar characteristics, and the method used to evaluate the impact of implementing the design patterns should be applicable for evaluating other design patterns and/or changes in digital products. However, as the method used for data collection in the study could not ensure full validity of it, the study could and should be repeated with the same design patterns on another digital product and set of users in order to strengthen the reliability of the conclusions drawn.
|
Page generated in 0.0697 seconds