• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 153
  • 51
  • 1
  • Tagged with
  • 208
  • 208
  • 199
  • 197
  • 197
  • 197
  • 197
  • 69
  • 65
  • 50
  • 46
  • 44
  • 39
  • 35
  • 34
  • 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.
171

Integration of food stock management applications into everyday food practices : Tackling the food waste problem in households by supporting everyday food practices

Steingrube, Anna Pauline January 2021 (has links)
Household food waste levels pose a considerable problem in terms of sustainability. Food stock management applications for smartphones are interventions that support people in planning and keeping an overview of their food stock in order to reduce food waste. So far mainly their usability and effectiveness for reduction of food waste have been researched in HCI. This study aimed at investigating how these applications are being integrated into people’s food practices, and how their features contributed to the integration. In a three-week long field study seven participants used one of two applications in their daily lives. Through interviews and diary entries it was observed that some people integrated the applications into their food practices to replace other actions like checking one’s food stock. New connections to the food practices were created through expiration reminders and providing means to check the food stock from a distance. Reminders were seen as helpful even if not always necessary and can be seen as an opportunity to further support the integration process. The main issues for the integration were the high-effort adding processes and remembering to update the inventory after consumption.
172

Employing gamification to support sustainable food consumption : Analysis and Redesign of the Too Good To Go mobile app

Nguyen, Thu Huong January 2020 (has links)
An estimated 1.3 billion tons of food is lost or wasted every year, adding to the growing problem of CO2 emissions and global warming. Consequently, there is an urgent need to address this issue. However, while a lot of research in Human-Computer-Interaction has been conducted about food waste in private households, there is still a lack of research about people’s food waste at a retail level in restaurants. This paper explores the potential of gamification in the design of apps intended to support more sustainable food consumption behavior. This study is centered on the existing Too Good To Go app and examines current user behavior and perception through quantitative and qualitative methods. Then through employment of design frameworks and iterative prototype cycles the potential to encourage active sustainable food consumption is examined. Findings show that there are many challenges stopping users from actively using the current app more often.  Findings also suggest that gamification has the potential to increase users’ motivation to use the app beyond reasons of only saving food. The implications of this paper could present new opportunities for applying gamification to reduce food waste that could inspire researchers and practitioners to explore the theme further.
173

Att stötta en hälsosam social jämförelse : En kvalitativ studie av sociala medieprofiler

Göransson, Rebecka, Voksepp, Amelia January 2023 (has links)
Sociala medier har blivit en integrerad del av människors liv under det senaste årtiondet, och användare jämför sig ständigt med innehållet de ser. Forskningen pekar på att sociala medieprofiler, med sina anpassningsbara funktioner och feedback-möjligheter, intensifierar social jämförelse och kan ha negativa följder på användares välmående. För att skapa förståelse över hur hälsosam social jämförelse kan stöttas valde vi en kvalitativ forskningsansats, där vi genom fokusgruppintervjuer har tolkat användares utsagor. Studien utgår från användarens perspektiv eftersom det är användarens förmåga att jämföra sig som är i fokus. I slutsatsen presenterar vi sex angreppssätt för hur sociala medieprofiler kan stötta en hälsosam social jämförelse. / Social media has become an integral part of people's lives in the past decade, with users constantly comparing themselves to the content they see. Research indicates that social media profiles, with their customizable features and feedback capabilities, intensify social comparison and can have negative effects on users' well-being. To gain insight into how a healthy social comparison can be supported, we employed a qualitative research approach, interpreting users' statements through focus group interviews. The study focuses on the user's perspective since it is the user's ability to compare themselves that is the central focus. In the conclusion, we present six ways of approaches on how social media profiles can support a healthy social comparison.
174

Don’t be unfair, Mr Bot! : An empirical study exploring the perception of fairness in non-work settings for human-agent interactions

Bäckström, August, Ekenberg, William January 2023 (has links)
This study aimed to explore the implementation of fairness in intelligent agents to enhance their interactions in our social space. Two distinct investigations, an experiment, and a focus group, were conducted to examine the impact of unfair treatment by non-anthropomorphic and anthropomorphic agents, where we sought to answer the research question: How does experiencing unfair treatment from agents with different appearances influence individuals' perceptions, satisfaction, and trust? The experiment encompassed four experimental conditions combining fair and unfair behaviours with agents displaying human-like or non-human-like appearances. User enactment, Experience prototyping, and the Wizard of Oz technique were employed during the experiment. The focus group aimed to delve into the concept of fairness and its relevance to agents in greater detail. In summary, the study's findings indicate that fairness is a significantly important consideration in agent design. However, the complexity of designing a fair agent proves challenging, due to the subjective and contextual nature where it entangles with various factors. / Toward socially competent AI: Designing multi-user interaction with embodied intelligent agents to support politeness and fairness (SCAI)
175

Influences of simulated XAI explanations on players of economic games : A pilot study

Tomasson Izquierdo, Hannibal January 2023 (has links)
This pilot study has the twofold purpose of analyzing the effect of XAI explanations on the mental models of economic games participants, and testing the feasibility of the methodology devised for it. To achieve this, we compared the contribution behavior and mental models of 30 participants playing a public good game. Playing in pairs, a total of 10 participants played in each of three different conditions: i) a condition with a decision support system providing suggestions for contributions; ii) a condition with the decision support system and explanations for its suggestions; iii) a control condition. Upon finishing the game, all participants completed a Retrospection Task questionnaire to elicit their mental models about the game’s goals and partner’s behavior. Our results showed differences in the contribution behavior and mental models of the participants between the three conditions, with the condition with explanations presenting consistently higher contributions and participants reporting prosocial attitudes. Through these findings, this pilot study demonstrates the feasibility of the methodology and argues for the need of a larger-scale study to further investigate the effect of XAI explanations on the users’ mental models. / Denna pilotstudie har det dubbla syftet att analysera effekten av XAI-förklaringar på de mentala representationerna hos deltagarna i ekonomiska spel och att testa genomförbarheten av den metod som utarbetats för studien. För att uppnå detta jämförde vi bidragsbeteendet och de mentala representationerna hos 30 deltagare som spelade ett spel om kollektiva nyttigheter. Totalt 10 deltagare spelade parvis i var och en av tre olika behandlingar: i) en med ett beslutsstödsystem som ger förslag på bidrag, ii) en med beslutsstödsystemet och förklaringar till dess förslag, iii) en kontrollgrupp. Efter att ha avslutat spelet fyllde alla deltagare i ett frågeformulär om en retrospektionsuppgift för att utvärdera deras mentala representationer om spelets mål och partnerns beteende. Våra resultat visade skillnader i deltagarnas bidragsbeteende och mentala modeller mellan de tre behandlingarna, där behandlingen med förklaringar presenterade genomgående högre bidrag och deltagare som rapporterade prosociala attityder. Genom dessa resultat visar den här pilotstudien att metoden är genomförbar och argumenterar för behovet av en studie i större skala för att ytterligare undersöka effekten av XAI-förklaringar på användarnas mentala modeller.
176

Navigating the Evolving World of Fashion In-Game Advertising

Botini, Evgenia Maria January 2023 (has links)
Abstract This study addresses gaming as an interactive digital advertising tool, aiming to explore its effectiveness in digital marketing overall and to examine its impact on digital marketing for the fashion industry in particular. Purpose The purpose of this paper is to present an analytical framework for explaining the appeal of games for fashion brand advertising. More precisely, this paper aims on investigating in detail how, if and what factors make games an appealing medium for fashion brand advertising, through a uses and gratifications perspective. Design/methodology/approach In the zeitgeist of infoxication and information anxiety, in which modern consumers must form their consumption identity habits, advertisement experts and academics are called to revise traditional advertising channels, exposed to the urgent need of finding new mass-mediated mediums to successfully reach their goal-market. While the advertising industry is striving to “consume” every freshly designed communicational platform and utilize it for marketing purposes, the uses and gratifications theory (UGT), will guide the researcher to uncover why and if audiences are choosing to perceive games as an advertising channel. Originality/value The present study contributes to the existing literature by investigating the uses and gratifications (U&Gs) that motivate gamers to adopt a positive attitude towards fashion ingame advertising (IGA) and brand recognition, and therefore influence their purchase intentions. Additionally, the study will contribute to confining the research gap between what fashion brands think they will achieve with IGA and what they are actually achieving. The study hopes to pose significant theoretical and practical implications for both researchers and practitioners who are eager in the metaverse economy, IGA advertisement and virtual world marketing communication. Findings Whilst fashion advertising in games poses a new challenge for both advertisement and mass communication practitioners, the present study concluded that games – as a mass-mediated environment – equip advertisement with the benefit of engaging audiences in interactive and immersive experiences. This unique IGA advantage allows for the creation of more personalized and targeted marketing campaigns, tapping into the specific gratifications sought by players, such as social interaction, self-expression, and achievement. By leveraging these insights, fashion brands can effectively connect with their target audience, and cultivate brand loyalty, brand recognition and brand engagement.
177

Designing for long, collective anticipation : An exploration of sharing expectations of future life and mobility around the long making of a train line. / Design för lång, kollektiv förväntan

Hulling, Cornelia January 2023 (has links)
This project is about designing for alternative public engagementin infrastructure projects that span over longtime scales and long distances: Looking specifically atthe case of the North Bothnia Line – a train line plannedbetween the two northern Swedish cities of Umeå andLuleå, 270 km apart, which could be estimated to befinished around 2040. With a participatory design approach, I investigate thescope of the infrastructure project – the different stakeholdersand examples of current public engagement efforts.I then explore how to facilitate dialogues on futurelife and mobility in the north in alternative ways. In my initial research I seek a systemic understandingof the project from public employees in city planning,project management and communication. Through interviews, field explorations, design probesand workshops, I identify a set of qualities that characterisethis particular project – to design for and with:Future anticipation, temporal uncertainty, and situatedhuman experiences. These qualities are used to create aframework for prototyping interactions to facilitate dialoguesaround expectations around future life, and howto engage people in discussing this now. Synthesizing from insights, ideas, and interactionsexplored in an iterative design process, I develop aconceptual platform and digital service design. Thedesign I eventually set out to create is a conceptualpublic engagement platform for infrastructure projectsspanning long distances and uncertain timeframes.Enabling a space for open anticipation in the regions ofVästerbotten and Norrbotten, and working with aspectsand metaphors of celebration, longing, and collectiveplanning and dialogues.
178

Solar Literacy : exploration of energy-aware digital experiences.

Anna Maria, Puchalska January 2023 (has links)
The Internet is rapidly growing in complexity, with increasing negative environmental and social impact. While heating and lighting are tangible examples of energy consumption, internet usage is not perceived as such. Therefore, it opens up opportunities for new, energy-efficient, slower, resource-saving and mindful protocols for the Internet to emerge. I propose Glow OS, an operating system that enables individuals and communities to align their online activities with intermittent solar energy. This system aims to accelerate the transition to a fossil-free internet by promoting solar literacy in the spirit of joy.
179

Physicians' expectations of future clinical decision support systems : Exploring the expected user experience of physicians in interaction with future decision support systems: Qualitative study.

Wassouf, Manar January 2022 (has links)
Research has focused heavily on the study of Clinical Decision Support Systems. However, CDS systems have generally had little impact on clinical practice. One of the most important reasons is the lack of human-computer interaction (HCI) considerations in designing these systems. Although physicians play an essential role in healthcare decision-making, there is little literature describing physicians' expectations and preferences prior to the development of these systems, which is an essential phase in user-centered design.This study aims to answer the following research question: What do physicians expect of interacting with future clinical decision support systems? An exploratory qualitative study was conducted, and data were collected by interviewing 9 physicians practicing in Sweden. A thematic analysis was used for data analysis, and the findings are four themes: 1) physicians' Expectations related to clinical practice; 2) physicians' expectations related to physician-patient relationship; 3) physicians' expectations related to the physician's role 4) physicians' expectations related to CDS governance.The research findings contribute to the knowledge of Anticipated UX in the context of healthcare and CDS systems. The empirical findings on potential user expectations are valuable for understanding the diversity of user experience and user expectations as phenomena in the specific domain of CDS systems. Service designers can utilize and build on the empirical findings to develop positive user experiences of future CDS systems
180

Datorspelande och finansiell förmåga. En kvantitativ studie om ungdomars spelande av underhållningsspel och deras finansiella förmåga

Hedström, Fabian, Bryggare, Vilgot January 2024 (has links)
Playing video games is a common hobby for many Swedish teenagers. Bystanders might think that excessive exposure to video games will cause harm for the youth, but what is lesser known is that the games can help develop several cognitive functions. For example, many of the popular games today have an economic dimension to them, where players will need to learn the proper way to manage their money in a certain game. With this in mind, is there a possible correlation between the amount of time spent playing video games and financial capability? This study examines that question with a quantitative approach. A survey was sent out to swedish high school students, asking them questions about their habits in regards to video games as well as questions to measure their financial capability. The findings point towards a slightly negative correlation between hours spent per week playing video games and the students financial capability. The lowest negative number was from Spearman’s rho - 0.214, and was found in the attribute positive financial behaviour. Important to note is that the significance from the p-values has indicated that the results are not significant. Apart from the analysis, the pivot tables that showcased the answers from the survey exhibited some interesting patterns for the group that played more than 15 hours per week. For example, the object scenario shows that 15 of 39 respondents would choose an aesthetic non-functional item insted of an item which has a functional advantage in the game. These patterns could be researched further under different circumstances than the current study. / Playing video games is a common hobby for many Swedish teenagers. Bystanders might think that excessive exposure to video games will cause harm for the youth, but what is lesser known is that the games can help develop several cognitive functions. For example, many of the popular games today have an economic dimension to them, where players will need to learn the proper way to manage their money in a certain game. With this in mind, is there a possible correlation between the amount of time spent playing video games and financial capability? This study examines that question with a quantitative approach. A survey was sent out to swedish high school students, asking them questions about their habits in regards to video games as well as questions to measure their financial capability. The findings point towards a slightly negative correlation between hours spent per week playing video games and the students financial capability. The lowest negative number was from Spearman’s rho - 0.214, and was found in the attribute positive financial behaviour. Important to note is that the significance from the p-values has indicated that the results are not significant. Apart from the analysis, the pivot tables that showcased the answers from the survey exhibited some interesting patterns for the group that played more than 15 hours per week. For example, the object scenario shows that 15 of 39 respondents would choose an aesthetic non-functional item insted of an item which has a functional advantage in the game. These patterns could be researched further under different circumstances than the current study.

Page generated in 0.0451 seconds