Spelling suggestions: "subject:"1interaction detechnologies"" "subject:"1interaction aitechnologies""
241 |
AI: En blivande UX-designers dröm? : En kvalitativ studie om UX-studenters upplevelse av artificiell intelligens i designprocessen. / AI: An aspiring UX designer's dream? : A qualitative study on UX students' experience of artificial intelligence in the design process.Marin, Alexandra, Ujhely, Blanka January 2024 (has links)
Dagens industri håller på att förändras inom en mängd olika sektorer på grund av det ökade intresset för AI. Efterfrågan på AI blir allt större även inom designyrken, vilket gör att blivande UX-designers behöver bredda sina kunskaper inom området. Tidigare forskning visar att AI kan på många sätt påverka eller förändra designprocessen. I takt med att nya AI-verktyg kommer ut på arbetsmarknaden, ökar behovet av att utforska upplevelsen av dess effekter. En viktig målgrupp som drabbas av denna förändring är UX-design studenter, som är framtidens designers. Det finns därför ett behov av att utforska studenters upplevelser av AI inom UX-design. Syftet med denna studie var att undersöka UX-design studenters upplevelse kring användningen av AI-verktyg i designprocessen. Det ville även utforska hur implementeringen av dessa verktyg påverkar upplevelsen av kreativitet hos studenter. Studien vägleddes av det teoretiska ramverket AI Device Use Acceptance (AIDUA) modellen. Studien utgick från en kvalitativ ansats för att få mer djupgående individuella svar från deltagarna. Undersökningen bestod av ett användartest med observation och en semistrukturerad intervju. För att analysera datan utfördes en tematisk analys. Dessa metoder avslöjade att studenter upplever AI-verktyg som mest användbara i början av designprocessen för idégenerering. De är däremot vaksamma med att använda det i en alltför stor grad, eftersom UX anses fortfarande vara ett hantverk som kräver mänsklig förståelse. De upplever att kreativiteten påverkas mer eller mindre beroende på det genererade svaret från AI. Studien rekommenderar vidare forskning om seniora UX-designers upplevelse av AI för ett bredare perspektiv. / Today's industry is changing in a variety of sectors due to the increased interest in AI. The demand for AI is also increasing in design professions, which means that future UX-designers need to broaden their knowledge in the field. Previous research shows that AI can influence or even change the design process in many ways. As new AI tools are presented, the need to explore the experience of its effects increases. An important target group affected by this change is UX-design students, who are the designers of the future. Therefore, there is a need to explore students' experiences of AI in the field of UX-design. The purpose of this study was to investigate the experience of UX-design students regarding the use of AI-tools in the design process. The study also explored how students perceive the effects of AI on creativity. The study was guided by the AI Device Use Acceptance (AIDUA) theoretical framework. The study was based on a qualitative approach to get more in-depth individual responses from the participants. The research consisted of a user test combined with observation and a semi-structured interview. A thematic analysis was conducted to analyze the data. These methods revealed that students find AI-tools most useful for idea generation at the beginning of the design process. However, they are cautious of using it to an excessive degree, as UX is still considered a craft that requires human understanding. They feel that creativity is affected more or less depending on the generated response from AI. The study further recommends research on senior UX designers' experience of AI for a broader perspective.
|
242 |
Let’s relax : A room concept and tangible artifact for stress relief for Malmö University studentsKoo, Florentina January 2024 (has links)
This project investigates how embodied interaction and stress reduction methods can work together to reduce students’ stress at Malmö University. Furthermore, it explores how this project can contribute to the field of interaction design. Various research methods were used to gain insight into stress levels, coping mechanisms and how students relax at the university through desktop and field research. In addition, students explored different room settings and created their own “perfect” relaxation space. A low-fidelity prototype was developed using the "Wizard of Oz" method and tested with users. The results of this work show that both the concept of a relaxation space and a tangible artifact can reduce students' stress levels. Moreover, they open up possibilities for further research to develop these topics further. Keywords: Interaction design, embodied interaction, stress relief, mental health, tangible
|
243 |
God design i det tysta : En studie om hur design av navigationsstrukturer påverkar användarupplevelsenÅlund, Lisa January 2024 (has links)
This study was conducted in collaboration with Eskilstuna Strängnäs Energi och Miljö, which is in the process of developing an application for its customers. The study examined how user experience is affected by the design of navigation structures when switching between an application and a web solution for ordering one-time services. A prototype of a design solution was developed based on insights from users in the primary target group. These individuals participated in usability tests and shared their thoughts and opinions, which were then compiled into an affinity diagram for further iteration. By involving users in the design process, it is possible to ensure that their needs and requirements form the basis of the design solutions. One conclusion of the study is that well-designed navigation structures can create seamless experiences for users in their journey to achieve their goals.
|
244 |
Tillgänglighet för rörelsehindrade : En studie om tillgänglighet i navigationstjänster för röelsehindradeNordell, Ruben January 2024 (has links)
För att få vägledning till nya platser kan användare ofta förlita sig på navigationstjänster. Dockstår individer med rörelsehinder inför utmaningar när det gäller tillgänglighet, både i dessatjänster och i samhället i stort. Problematiken kring tillgänglighet för personer medrörelsehinder inkluderar bland annat svårigheter med vägförslag och bristande information omtillgängliga vägar. En möjlig lösning för att förbättra tillgängligheten är att implementerapersonaliserad talad interaktion i navigationstjänster, vilket kan ge användarna skräddarsyddoch anpassad information utifrån deras personliga behov. Denna studie syftar till att undersökahur personer med rörelsehinder upplever tillgängligheten genom användning av taladinteraktion i navigationstjänster. Genom att använda en kvalitativ ansats och semistruktureradeintervjuer har respondenternas upplevelser och behov undersökts för att förstå hurtillgängligheten kan förbättras för denna målgrupp. Resultaten av studien visar att personermed rörelsehinder ofta upplever tillgängligheten på olika sätt och att de använder sig avalternativa metoder, såsom satellitbilder i Google Street View, för att navigera och hittatillgänglig information. Respondenterna ser potential i personaliserad talad interaktion för attförbättra tillgängligheten i navigationstjänster, och betonar vikten av att tillhandahålla korrektoch användbar information för att möta deras specifika behov.
|
245 |
Designing a game that promotes social interactions in a public setting by inviting spectators to the gameJervill, Axel, Mach, Brandon January 2024 (has links)
Online gaming has over the years become very popular and during the global pandemic of 2019, gained an even larger amount of people indulging in the activity. All this online activity has led to a decline in in-person social interactions which have been researched to have negative effects on young adults. This thesis aims to find ways to promote more in-person social interaction with the help of games. An artifact in the form of a video game was created with active video game principles and pervasive game characteristics in mind, with the goal of achieving social interaction between players and spectators. Nintendo Joy-Con controllers are the main controller used and an external microphone to capture sounds is used to fulfill the prerequisites of pervasive games. A collection of five different minigames was created, all with different ways that noise can affect the gameplay. The results of the experiments showed that the artifact promotes in-person social interactions between players and spectators by making the spectators able to interact with the games.
|
246 |
The Upside-Down Periscope : Promoting Ocean Literacy in Malmö’s Southern Wharf BasinKlintberg, Josefiné January 2024 (has links)
Although, Oceans are a fundamental part of our survival, covering 70% of our planet and producing 50% of our oxygen, public awareness of marine ecosystems and their functions remain very low. In United Nations list Life below water as one of their 17 development goals in the world, highlighting the need for raising Ocean Literacy. Recently in the Southern Wharf Basin in Malmö restoration has been done to shallowing the sea floor and invite nature back into the city. However, there lacks public knowledge about the restoration. This thesis explores how Interaction Design can help bridge the knowledge gap by developing an interactive tool to enhance Ocean Literacy. The project adopts Research through Design as a methodology documenting the iterative phases of prototyping. The approach of combining tangible interaction with learning more about the unseen world of the Southern Wharf Basin sets the stage for new insights on how we engage with and learn about marine ecosystems. Strategically placed at the Basin, the periscope allows the local community to interact directly with the site where the restoration occurs. The findings of this study indicate that the interactive Upside-Down periscope manages to spark people's curiosity about the marine environment in the area.
|
247 |
Digital hälsotvilling : En användarcentrerad studie om hur ett gränssnitt för Digital hälsotvilling kan utformas för att vara motiverande och användbart för personer i pensionsålderEl-Hage, Stephanie January 2024 (has links)
Vården är i förändring och behöver vara mer förebyggande för att främja hälsa och ett hälsosamt åldrande, teknik kommer att behöva användas i större utsträckning. Eskilstuna kommun och Region Sörmland har skapat Digital hälsotvilling, vilket är en prototyp av en hälsoapplikation. I nuläget riktas den mot personer i pensionsålder och syftar till att hjälpa människor att bibehålla eller förbättra sin hälsa, att förebygga livsstilsrelaterade sjukdomar samt uppnå egna mål med sin hälsa. Hälsoapplikationer ska vara användbara och uppmuntra till fysisk aktivitet samt främja en hälsosam livsstil genom specificerade mål och motivation. Syftet med detta examensarbete var att undersöka huruvida Digital hälsotvilling upplevs motiverande och användbart för personer i pensionsålder, och att skapa ett gestaltningsförslag för att förbättra användbarheten och förstärka det som uppfattas som motiverande. Intervjuer och användbarhetstester gjordes med fyra personer i pensionsålder som hade viss vana vid teknik och använde smartphone dagligen. Under intervjuerna och användbarhetstesterna framkom att det som ansågs vara mest motiverande i Digital hälsotvilling var att se hälsodata i siffror och visualiserade framsteg samt individanpassad information och stöd med att planera vad man skulle göra för att uppnå sina mål. Flödet i prototypen uppfattades dock inte som logiskt och vissa ord och datavisualiseringar var svåra att förstå. Dörnyei och Ushioda (2021) teori om motivation och SDL (Self-Determination Theory) och Sharp, Rogers och Preece (2019) teori om användbarhet har använts. Gestaltningsförslaget skapades med grund i både teori och empiri. / Healthcare is changing and it needs to be more preventive to promote health and healthy aging. Technology will need to be used to a greater extent than it is today. Eskilstuna municipality and Region Sörmland have created a Digital health twin called Digital hälsotvilling, which is a prototype of a health application. It is currently aimed at people of retirement age and aims to help people maintain or improve their health, prevent lifestyle-related diseases and achieve their own health goals. Health applications should be usable and encourage physical activity as well as promote a healthy lifestyle through specific goals and motivation. The aim of this thesis was to investigate whether Digital hälsotvilling is perceived as motivating and usable for people of retirement age, and to create a design proposal that enhances the perceived motivating aspects and improves usability. Interviews and usability tests were made with four persons of retirement age who had some experience with technology and engaged with their smartphone on a daily basis. The interviews and usability tests showed that the perceived motivating aspects of Digital hälsotvilling was seeing ones health data and progress visualized, as well as the application providing individualized information and support in planning what to do to achieve ones goals. However, the user flow in the prototype was not perceived as logical and some words and visualizations were difficult to understand. Dörnyei and Ushioda (2021) theory of motivation and SDL (Self-Determination Theory) and Sharp, Rogers and Preece (2019) theory of usability have been applied in this thesis. The design proposal was created with both theory and empiricism as a basis.
|
248 |
Managing participants in co-design : A case study investigating empowerment, ownership and power dynamics in a design consultancy contextWestin, Carl, Salén, Ludwig January 2019 (has links)
This case study provides new insights on the designer role in co-design processes. Co-design has shifted the designer role into a facilitator, which requires a new skillset. In this thesis, this new role is investigated through the three psychological constructs; empowerment, ownership and power dynamics. The process consists of two main parts: pre-study and case study. In the pre-study, designers with different roles are interviewed about co-design. In the case study, three co-design sessions are observed and the facilitators interviewed in retrospect. Several strategies and actions are identified for empowering participants, some for the participants to feel ownership and almost none for balancing out power dynamics. The identified strategies include using straightforward methods and having a selfless mindset. However, there are indications that long term relationships are prioritized over actual outputs. This notion might be explained by the fact that the case companies are consultants. The need to always satisfy the clients makes the facilitators disregard some of the power differences in the room.
|
249 |
Topology-guided analysis and visualization of charge density fieldsJakobsson, Elvis January 2019 (has links)
Direct volume rendering techniques for scalar fields make use of transfer functions to map optical properties to the field; the field can subsequently be visualized through the drawing of isosurfaces in the volume spanned by the field. The utility of this approach is limited in the case of nested or clustered structures with the same isovalue and further does not easily allow for quantitative measurements of the visualized data. This report explores the use of topological structures (contour trees and Morse-Smale complexes) as an augmentation of traditional direct volume rendering and describes a fully functional implementation in the visualization software Inviwo. The implementation is evaluated through analysis of valency charge density fields in cubic MgO2 and FeO2. It is demonstrated that both contour trees and Morse-Smale complexes provide information and segmentation of initial volume data that allows for selective transfer function application (based on the segmentation), on-demand information on critical points and an overview of the scalar field through a topological representation embedded in the visualized volume. Analysis of the provided charge density fields show that contour trees generate physically irrelevant artefacts and thus are ill-suited for analysing highly symmetric data. On the other hand, the Morse-Smale complex approach is used to extract information of the bond strength of O-O contacts in MgO2 and FeO2 consistent with previous findings, as well as information on electronic charge configuration consistent with previous findings on MgO2. In the case of FeO2, the electronic configuration results are not consistent. This is speculated to be due to a combination of factors, most notably the lack of periodic boundary conditions in the implementation and the more complicated structure of FeO2. In light of the partially accurate data analysis, as well as the added functionality and utility provided to visualization software, this approach to topology-guided visualization is considered promising and worthy of further study and/or development.
|
250 |
Deceptive Interfaces : A case study on Amazon’s account deletion navigation and its effects on user experienceLáng, Lili, Pudane, Paula Dana January 2019 (has links)
No description available.
|
Page generated in 0.1412 seconds