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Vilka designelement kan inspirera till engagemang på en digital lärplattform? : En studie baserad på universitetsstudenters upplevelser på distans. / What design elements on a digital learning platform inspire engagement ? : A study based on the experiences of remote university students.Klara, Andersson, Jamar, Tom January 2024 (has links)
Denna studie undersöker vilka designelement som påverkar distansstudenters upplevda engagemang i online-lärmiljöer, mer specifikt den etablerade digitala lärplattformen Moodle. Studiens syfte är att upptäcka och analysera vad som kan utvecklas, för att ytterligare inspirera till engagemang hos universitetsstudenter i Sverige. En kvalitativ metod användes, där studien tillämpade semistrukturerade intervjuer och användartester med sju deltagande studenter för att samla in empirisk data. En tematisk analys användes för att identifiera flera teman som påverkar studenters engagemang. Dessa teman inkluderar: information och navigation, struktur och gränssnitt, social och gemenskap, brist på stöd, begränsad interaktion, kommunikation och tekniska problem. Resultaten visade bland annat att bättre strukturering av innehåll, mindre komplicerat användargränssnitt och navigation, bättre social interaktion och effektivt studentstöd, väsentligt skulle bidra till att förbättra studenters upplevda engagemang. Dessa resultat understryker också institutionens och lärarens ansvar att skapa en känsla av gemenskap och stöd för att förbättra upplevelsen med att studera på distans. Insikterna från resultaten visar på flera praktiska utvecklingsområden på den undersökta lärplattformen. Studien bidrar till kunskap kring den pågående utvecklingen av distansundervisningen sedan pandemins spår. Där förståelsen kring hur lärplattformar kan utvecklas, kan skapa en bättre och mer engagerande lärande-upplevelse i framtiden. / This study explores which design elements affect distance students' experienced engagement in online learning environments, specifically focusing on the established digital learning platform, Moodle. The aim of the study is to discover and analyze areas for improvement that could further inspire engagement among university students in Sweden. A qualitative method was implemented by utilizing semi-structured interviews and user tests on seven participants to gather empirical data. A thematic analysis was used to discover several themes that influence student engagement in the current distance education environment. These themes include: information and navigation, structure and interface, social and community aspects, lack of support, limited interaction, communication, and technical issues. The results indicated that better content structuring, a less complicated user interface and navigation, improved social interaction, and effective student support could significantly enhance students' engagement. These findings also underscore the institution's and teachers responsibility to foster a sense of community and support to improve the experience of distance education. Insights from the results suggest several practical areas for development on the investigated learning platform. This study contributes to the knowledge about the ongoing development of distance education, post pandemic. Understanding how learning platforms can be developed can create a better and more engaging learning experience in the future.
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Puckar, Passion & Interaktion : En kvalitativ studie om hur relationen mellan klubb och supportrar påverkas av det kommunikativa arbetet på sociala medierSundström, Andreas January 2024 (has links)
This theses in the field of Information Design, with a focus on Interaction Design, has been conducted in collaboration with AIK Hockey with the aim of exploring how a mobile application can be designed to effectively meet the information needs of supporters of the club, improve communication between AIK Hockey and its supporters, and simultaneously adhere to good practice in interaction design. Through a review of relevant literature and the collection and analysis of empirical data from users and stakeholders, this study seeks to contribute insights into how design principles can be applied to create a user-friendly and engaging mobile application suitable for a sports club. With a focus on strengthening the bonds between the club and its supporters, this work aims to explore the role these identities play for each other and how they can be used as guidance for the design process. In summary, this thesis addresses a complex topic regarding supporters’ identification with a sports club and offers insights into how these needs and behaviors can be addressed through the design of a mobile application. By integrating theoretical perspectives such as human-centered design, semiotics, and Norman’s seven fundamental design principles, along with insights from the collected empirical data through surveys and a semi-structured interview, this study aims to present a design proposal that addresses the needs and expectations surrounding a mobile application for AIK Hockey.
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Situationsmedvetenhet för effektivare produktionsöversikt i fabriksmiljöerBrus, Christoffer January 2024 (has links)
This paper has focused on addressing the challenges with employees' understanding of the production flow within a factory. Through a user-centered design process, essential data has been centralized and several tools have been implemented on one platform. The primary purpose of this paper is to improve the employee's situtional awareness within the factory, which is crucial for them to understand and react to the dynamic conditions within the production environment. To achieve this goal, various methods have been used such as surveys, interviews and focus groups, to identify the most important target groups and what their needs and pain points are. By using situtional awareness as a basis for the study, it has increased the understanding of what affects individuals' understanding of their work environment. By utilizing situational awarenesss, a new design has been developed that could potentially make it easier for employees to understand relevant information and interpreted it in a correct way, but above all centralizes it on a platform. Which can result in the employees being able to perform their work in a more efficient manner and also minimizing miscommunication. In addition to that, different gestalt laws have been applied in the design of the tool in order to make it easier to interpret the meaning of different functionalities. / Denna studie har fokuserat på att adressera utmaningarna med medarbetares förståelse kring produktionsflödet inom en fabrik. Genom en användarcentrerad designprocess har väsentliga data centraliserat och flertal verktyg implementerats på en plattform. Det primära syftet med denna studie är att förbättra medarbetarens situationsmedvetenhet inom fabriken, vilket är en avgörande för att de ska förstå och reagera på de dynamiska förhållandena inom fabriksmiljö. För att uppnå detta mål har olika metoder använts såsom enkäter, intervjuer och fokusgrupper, för att identifiera de viktigaste målgrupperna samt vad deras behov och smärtpunkter. Genom att använda situationsmedvetenhet som grund för studien har det ökat förståelsen kring vad som påverkar individers förståelse kring deras arbetsmiljö. Genom att tillämpa dessa teorier har ett nytt verktyg utvecklats som kan potentiellt presenterar relevant information på ett simpelt och lätt tolkat sätt, men framför allt centraliserat det på en plattform. Vilket kan resulterat i att medarbetarna kan utföra sitt arbete på ett mer effektivt sätt och minimera misskommunikation. Utöver det har olika gestaltlagar applicerat i formgivningen av verktyget i syfte att göra det lättare att tolka olika funktionaliteters innebörd.
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SOFTWARE TEST AUTOMATION : Implementation of End-to-End testing in web applicationBjörkman, Maria January 2024 (has links)
Today’s software applications are often scattered in many layers, suchas connected to cloud services or third-party solutions. This makes itimportant to ensure that a software application works as intended ina real-world setting, especially when changes are made to the codebase. End-to-End (E2E) tests are made to ensure the software has theexpected behavior from an end-user’s viewpoint. Automation of thesoftware testing process is often implemented since it has the potentialto be more time-efficient than manually inspecting the behavior of thesoftware application. This thesis describes the work of implementing automated E2E tests foran e-learning application. The first step in the project was to identifywhich automated testing tool would best suit the criteria laid out for theproject. The criteria were that the testing tool needed to have supportfor testing in the Chrome browser, support for using JavaScript as theprogramming language, and to be open-source and possible to be usedfree of charge. A literature review and a comparison of the most popu-lar E2E testing tools yielded the result that Playwright was best suitedas the automated testing tool because it has good documentation and isspecifically a tool for implementing End-to-End tests. After that, a testsuite consisting of 11 test cases was implemented in Playwright. Thetest cases were evaluated and improved in an iterative process con-cerning robustness and performance. This project supports previousobservations that automation of the test process is time-consuming inthe initial stage. This thesis concluded that Playwright is a suitable tool to use withinE2E testing, with a low learning curve. Furthermore, it concluded thatthe robustness of the tests is an important factor for the tests to be use-ful in the testing process. Tests that unexpectedly fail on occasion needto be properly investigated. It would be important to have a proper testenvironment where test data can be reset, so all the desired user flowscan get a test case. Developers and testers benefit from working closelytogether. The collaborative company can take the findings from this re-search for future reference, in case they decide to update the company’scurrent testing process.
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Alla pratar om AI : En kvalitativ undersökning med Uses and Gratification Theory för att förstå vad som lockar användare till ChatGPT / Everyone is Talking About AI : A Qualitative Study Using the Uses and Gratifications Theory to Understand What Attracts Users to ChatGPTHjärtström, Jenni, Strömberg, Tezz January 2024 (has links)
Det är svårt att undgå de återkommande diskussionerna om artificiell intelligens (AI), specifikt generativ AI och dess allt mer utbredda användning. Utvecklingen av exempelvis chatbotar, såsom ChatGPT, markerar en övergång mot teknik som anpassar sig efter människan och inte tvärtom, vilket väckt frågor kring användarupplevelser och design. Därför ämnar den här undersökningen att skapa djupare förståelse för vad som motiverar människor att börja och fortsätta använda ChatGPT, den senaste generationen av chatbot. För att göra det används Uses and gratification theory som ramverk för undersökningen då den kan identifiera bakomliggande motivation och vilka tillfredsställelser användaren får vid användandet av ett visst medium. I motsats till tidigare forskning som huvudsakligen använt enkäter och frågeformulär, använder denna studie semistrukturerade intervjuer för att få insikt i användarnas perspektiv och upplevelser. För att sortera den empiri som samlats in gjordes ett affinitetsdiagram. Den sorterade datan har sedan analyserats genom linsen av Uses and gratification theory. Resultatet från undersökningen visar att det finns fyra primära motivationer för att börja och fortsätta sin användning av ChatGPT: tidseffektivitet, produktivitet, nyfikenhet och tillit. Det framgår att nyfikenhet initierar användningen medan tidseffektivitet och produktivitet är de primära motivationerna till fortsatt användning. Vidare anses tillit vara den kritiska motivationen som behöver tillfredsställas för att bibehålla användares engagemang. Slutsatsen är att framtida forskning och designprocesser kan med fördel inkludera personer som idag inte använder den här typen av tjänster för att kunna identifiera fler bakomliggande orsaker till bristande tillit och motivation. Det finns även ett behov av att utöka eller ta fram nya ramverk för att undersöka och identifiera nya motivationsfaktorer och tillfredsställelser i det föränderliga landskapet av digitala tjänster. Slutligen anses det kritiskt att den fortsatta utvecklingen av ChatGPT och liknande tjänster antar en användarcentrerad approach för att säkerställa en positiv användarupplevelse. / It is difficult to avoid the recurring discussions about artificial intelligence (AI), specifically generative AI and its increasingly widespread use. The development of chatbots, such as ChatGPT, marks a transition toward technology that adapts to humans rather than the other way around, raising questions about user experiences and design. Therefore, this study aims to create a deeper understanding of what motivates people to start and continue using ChatGPT, the latest generation of chatbots. To achieve this, the Uses and Gratifications Theory is used as the framework for the study, as it can identify underlying motivations and the gratifications users derive from using a particular medium. In contrast to previous research that mainly used surveys and questionnaires, this study employs semi-structured interviews to gain insights into users' perspectives and experiences. Affinity diagrams were used to sort the collected empirical data. The sorted data has then been analyzed through the lens of the Uses and Gratifications Theory. The results of the study show that there are four primary motivations for starting and continuing the use of ChatGPT: time efficiency, productivity, curiosity, and trust. It appears that curiosity initiates usage, while time efficiency and productivity are the primary motivations for continued use. Furthermore, trust is considered the critical motivation that needs to be satisfied to maintain user engagement. The conclusion is that future research and design processes could benefit from including people who do not currently use this type of service to identify more underlying causes of lack of trust and motivation. There is also a need to expand or develop new frameworks to explore and identify new motivational factors and gratifications in the evolving landscape of digital services. Finally, it is deemed critical that the continued development of ChatGPT and similar services adopts a user-centered approach to ensure a positive user experience.
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Gaze tracking: Implementing gaze tracking in cARcassonneWinkler, Wilmer, Ågren, Simon January 2024 (has links)
As the technology in the field of Augmented Reality (AR) has advanced, its use in different parts of society has increased. Despite this increase, there is still a lack of research on how eye tracking (gaze tracking) can be used to integrate a system with situational awareness (SA) and attention guidance (AG) in an AR board game. This study sets out to implement a gaze tracking system in an AR version of the tabletop game carcassonne. The gaze tracking will be used to implement a first version of a Situational Awareness-based Attention Guidance (SAAG) system. Design Science Research Methodology (DSRM) was chosen as the method to create this system. In order to validate the artifact several tests were conducted, both for quality and for performance. The result from the tests validates that the gaze tracking system works when the player is stationary. However, the accuracy of the gaze tracking was negatively impacted when the player was physically moving around while playing. The results also show that the first version of the SAAG system and algorithm that was implemented works as intended.
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Change your Perspective : Exploration of a 3D Network created with Open Data in an Immersive Virtual Reality Environment using a Head-mounted Display and Vision-based Motion ControlsReski, Nico January 2015 (has links)
Year after year, technologies are evolving in an incredible rapid pace, becoming faster, more complex, more accurate and more immersive. Looking back just a decade, especially interaction technologies have made a major leap. Just two years ago in 2013, after being researched for quite some time, the hype around virtual reality (VR) arouse renewed enthusiasm, finally reaching mainstream attention as the so called head-mounted displays (HMD), devices worn on the head to grant a visual peek into the virtual world, gain more and more acceptance with the end-user. Currently, humans interact with computers in a very counter-intuitive two dimensional way. The ability to experience digital content in the humans most natural manner, by simply looking around and perceiving information from their surroundings, has the potential to be a major game changer in how we perceive and eventually interact with digital information. However, this confronts designers and developers with new challenges of how to apply these exciting technologies, supporting interaction mechanisms to naturally explore digital information in the virtual world, ultimately overcoming real world boundaries. Within the virtual world, the only limit is our imagination. This thesis investigates an approach of how to naturally interact and explore information based on open data within an immersive virtual reality environment using a head-mounted display and vision-based motion controls. For this purpose, an immersive VR application visualizing information as a network of European capital cities has been implemented, offering interaction through gesture input. The application lays a major focus on the exploration of the generated network and the consumption of the displayed information. While the conducted user interaction study with eleven participants investigated their acceptance of the developed prototype, estimating their workload and examining their explorative behaviour, the additional dialog with five experts in the form of explorative discussions provided further feedback towards the prototype’s design and concept. The results indicate the participants’ enthusiasm and excitement towards the novelty and intuitiveness of exploring information in a less traditional way than before, while challenging them with the applied interface and interaction design in a positive manner. The design and concept were also accepted through the experts, valuing the idea and implementation. They provided constructive feedback towards the visualization of the information as well as emphasising and encouraging to be even bolder, making more usage of the available 3D environment. Finally, the thesis discusses these findings and proposes recommendations for future work.
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Den avskalade effekten : Om effekten av ett minimalistiskt skrivverktyg och hur det upplevs i en interaktiv användningssituationAnnerbrink, Totte, Talovic, Nizar January 2017 (has links)
Denna studie och uppsats har behandlat och fokuserats på att synliggöra interaktionseffekten som uppstår när ett informationssystems gränssnitt är avskalat. Fallstudien i denna uppsats utgår ifrån ett webbaserat skrivverktyg vid namn Writer. Syftet med studien har varit att tydliggöra interaktionseffekten vid personligt handlande i en interaktiv användningssituation och hur det i sin tur påverkar användarupplevelsen. Studiens teoretiska område och ramverk är Handlingsbarhet där fokus har varit på den interaktiva handlingsnivån i koppling till den grundläggande interaktionsloopen. Den grundläggande interaktionsloopen består av fyra steg där en användare frågar, gör får ett svar och sedan utvärderar. I koppling till teorin har fem interkationskriterier för teorin inkorporerats som dessa är; Tydlig handlingsrepertoar, Känd & begriplig vokabulär, Handlingstransparens, Tydlig feedback och Ändringsbarhet . Dessa fem kriterier har varit tematiseringen för det empiriska arbetet. Genom både det målinriktade urvalet och snöbollsurvalet har sex journalister/skribenter involverats för att samla in data. I metodarbetet genomfördes användartest på skrivverktyget med uppgifter som utformats i enlighet med de fem interaktionskriterierna. Efter detta användartest fick samtliga informanter utvärdera upplevelsen och göra tretton ställningstaganden utifrån ett användarupplevelse-frågeformulär där begrepp såsom lätt att lära sig/inte lätt att lära sig och effektiv/ineffektiv efterfrågades. Efter dessa två moment utfördes semistrukturerade intervjuer med femton framtagna frågor som också dem baserats på de fem interaktionskriterierna. För att analysera den insamlade datan tillämpades metoden innehållsanalys som resulterade i 25 kategorier med tillhörande beskrivningar och citat. Utifrån innehållsanalysen och dess resultat analyserades kategorierna i jämförelse med modellen D.EU.PS och dess 18 klasser baserat på deras definition. Detta mynnade i sin tur ut i tio stycken interaktionseffekter baserat på sju klasser. Resultatet och de tio effekterna är: Säkerhet, Tidigare referenser, Terminologi, Igenkännelse, Förståelse för sekvens/handling, Uppfattning, Enkelhet, Effektivitet Tillgänglighet och Gruppering (närhet). Utifrån det personliga handlandet som perspektiv är dessa effekter ett resultat av ett avskalat skrivverktyg som bidrar till en god användarupplevelse. / This thesis and report has addressed and focused on identifying the interaction effect that occurs when an information system's interface is scaled off and is minimalistic. This case study is based on a web-based writing tool called Writer. The purpose of the research has been to clarify the personal interaction effect in an interactive usage situation and how it in turn affects the user experience. The theoretical field and framework of the study is Actability , focusing on the interactive action level in connection with The Elementary InterAction Loop . The Elementary InterAction Loop consists of four steps where the user asks, does, gets an answer and then evaluates. In conjunction with the theory, five interaction criteria have been incorporated, which are; Clear Action Repertoire , Intelligible Vocabulary , Action Transparency , Clear Feedback , and Amendability . These five criteria have been the thematization of the empirical work. Through both targeted selection and snowball sampling, six journalists/writers have been involved in collecting data. In the method work, user test was performed on the writing tool with tasks formulated in accordance to the five interaction criteria. In the method work, user tests was performed on the writing tool. Thereafter the tasks was formed according to the five interaction criteria from the theoretical framework. All informants evaluated their experience and made thirteen statements based on a user experience questionnaire where concepts such as easy to learn/not easy to learn and effective/ineffective were asked for. Following these two steps in the empirical study, semi-structured interviews were conducted with fifteen questions based on the five interaction qualities. In order to analyze the collected data, the content analysis method was applied which resulted in 25 categories with descriptions and quotes. Based on a content analysis and its results, the categories were then analyzed using the D.EU.PS model and its 18 classes. The analysis resulted in ten interaction effects placed in seven different classes. The result and the ten interaction effects are: Security, Previous references, Terminology, Recognition, Understanding of sequence/action, Perception, Simplicity, Efficiency Availability and Grouping (proximity). Based on personal behavior as a perspective, these effects are the result of a minimalistic writing tool that contributes to a good user experience.
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History Hunt : Raising User’s Curiosity towards Places of Historical Value using Narrative-driven, Location-based Augmented RealityOlsson, Eric January 2017 (has links)
Today our society is greatly built on modern technologies. In most parts of the world itis a social standard to have access to a smartphone and the Internet. Being able to keepin touch with others, consuming information, or being entertained independent of placeand time are assumed standards. From an entertainment perspective, the interactivemedium has changed in the modern society, the gaming community is still growing, andfor many it is a daily routine to play some sort of game, either on the computer, tablet orsmartphone. However, new ways to engage the user in fun activities are still beingexplored. At the same time, the consumption of media and use of digital technologiesraises concerns towards health issues and time spend outside in the nature, according tocritics. Pokemon Go, a smartphone application released in 2016, presented a possiblesolution to this problem, encouraging users to go outside and catch Pokemons due to thelocation-based nature of the application. The need to physically move to certain placesin order to catch a certain Pokemon facilitated not just people’s exercise, but also socialaspects as one would likely meet other players trying to catch Pokemons. While this is astep in the right direction, I strongly believe that this technological advancement couldalso be used for other entertaining and beneficial needs to people. This thesis investigates an approach of using similar technologies compared to thoseused in Pokemon Go, combined with narrative elements and a linear task system, inorder to create an experience with the purpose to engage users with local places ofhistorical value. By using geolocation-based technology, the application guides the userto places of historical value, while augmented reality (AR) elements are used to raisethe user’s interest, and further engage them in an interactive way. The developedapplication allows the user to solve tasks, which require interaction and exploration withthe real world environment in order to gain the necessary information, related to thehistorical value of the place, to solve the task. To provide a more meaningful scenario,all this is accompanied with a complete narrative. Design and concept have beenevaluated by four experts within explorative discussions, which lead to the laterimplementation of a digital prototype. This prototype was then tested and evaluated,providing practical feedback and insights. The user interaction study, conducted withnine participants around the Linnéparken area in Växjö, suggests that the users overallfelt engaged interacting with the application and the real world environment. They alsoseemed to have developed a better understanding about the local history by gaining newinsights about the information and areas presented to them. Users also stated that duringprevious visits to the area they had not payed attention to the statues and otherinformation signs, thus resulting in a new experience visiting the area facilitated throughthe use of the developed application. The users were positive about exploring even morepoints of interest in the future if presented this way, indicating their acceptance towardsthe developed application. Some users also stated that the narrative elements made theexperience interesting and motivating. While both application design and concept wereunderstandable, the applied navigation system would need further improvements,although all users were successfully able to navigate to the real world points of interest.The AR-features seemed to increase the user’s enjoyment, while being useful at thesame time, as the AR-markers provided necessary clues considering where to findanswers to the presented questions as well as a sense of progression with the narrative. / Idag är vårt samhälle starkt byggt på modern teknik. I de flesta delar av världen är deten social standard att ha tillgång till en smartphone och Internet. Att kunna hållakontakten med andra, konsumera information, eller underhållas oberoende av plats ochtid, antas vara normer. Ur ett underhållningsperspektiv har det interaktiva medietförändrats i samhället, spelindustrin växer fortfarande och för många är det en dagligrutin att spela något slags spel, antingen på datorn, surfplattan eller smartphonen. Mennya sätt att engagera användaren i roliga aktiviteter undersöks fortfarande. Samtidigt,enligt kritiker, ger konsumtionen av media och användningen av digital teknikanledning till oro för hälsoproblem samt tid spenderad ute i naturen. Pokemon Go, ensmartphone-applikation som släpptes 2016, presenterade en möjlig lösning på dessaproblem, och uppmuntrade användarna till att gå ut för att fånga Pokemons tack vareapplikationens platsbaserade karaktär. Behovet av att fysiskt flytta sig till olika platserför att fånga Pokemons underlättad inte bara människors motionering, men bidrogockså med sociala aspekter då man sannolikt kommer möta andra spelare ute iverkligheten. Även om detta är ett steg i rätt riktning, tror jag starkt att dessa tekniskaframsteg också kan användas för andra underhållande och fördelaktiga syften. Denna studie undersöker ett sätt att använda liknande tekniker jämfört med de somanvänds i Pokemon Go, kombinerat med narrativ och ett linjärt uppdragssystem, för attskapa en upplevelse med syfte att engagera användare mot lokalhistoriska platser.Genom att använda geolocation-baserad teknik, guidar applikationen användaren tilllokalhistoriska platser, medans elementen inom förstärkt verklighet (AR) används föratt höja användarens intresse och engagera dem på ett interaktivt sätt. Den utveckladeapplikationen låter användaren lösa uppgifter som kräver interaktion och utforskning avden verkliga världsmiljön, för att få den information som krävs för att lösa uppgiften.För att ge ett mer meningsfullt scenario kompletteras detta med ett narrativ. Design ochkoncept har utvärderats av fyra experter genom utforskande diskussioner, vilket senareledde till implementering av en digital prototyp. Denna prototyp testades ochutvärderades mot användare, vilket gav feedback och insikter. Interaktionsstudier medanvändare, vilken genomfördes med nio deltagare vid Linnéparken i Växjö, föreslår attanvändarna i allmänhet kände sig engagerade under interaktion med applikationen ochvärldsmiljön. De verkade också ha utvecklat en bättre förståelse om lokalhistoriagenom att få nya insikter om informationen som presenteras för dem. Användareuppgav också att de under tidigare besök i området inte hade uppmärksammat statyernaeller andra informationsskyltar, vilket resulterade i en ny upplevelse genom att besökaområdet tack vare applikationen. Användarna var positiva till att utforska flerintressanta platser i framtiden om de presenterades på detta sätt, vilket indikerar derasacceptans mot den utvecklade applikationen. Vissa användare uppgav också att denarrativa elementen gjorde upplevelsen intressant och motiverande. Medans bådeapplikationsdesign och koncept var förståeligt skulle det tillämpadenavigationssystemet behöva ytterligare förbättringar, även om användarna lyckadesnavigera till platserna i den verkliga världen. AR-funktionen verkade öka användarensnöje samtidigt som den var användbar eftersom att AR-markörerna tillhandahöllnödvändiga ledtrådar åt vart användaren kunde hitta svaren på presenterade frågor.
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Internet of Equipment : Enhancing customer value and experienceBhatti, Areeb January 2019 (has links)
Background: Organizations are continuously challenged to create differentiated customer value and experience to increase profitability and gain competitive advantage. At the same time, the fast-paced advancement of technologies provides the opportunity to the organizations to create a differentiated customer value by offering innovative products and services. Internet of things (IoTs) is one such emerging technology that brings within itself opportunities and challenges to be addressed. However, so far research has not sufficiently followed how the utilization of IoTs can enhance customer value and experience. Purpose: The purpose of conducting this study is to explore how the utilization of IoTs enhance customer value and experience in an equipment manufacturers context and what are the associated opportunities and challenges. The study also aims to contribute to gap identified in the literature about how organizations can utilize IoTs to enhance customer value and experience. Method: The qualitative study utilized a single instrumental case study to explore the research questions. The data is collected by conducting semi-structured in-depth interviews. Conclusion: The study reveals that the utilization of IoTs can significantly improve customer value and experience in many ways. This may involve enabling user to monitor, control and optimally use the equipment, sharing useful information, allowing value co-creation and synergistic values and finally by providing autonomous equipment’s or solutions. However, the study also reveals that the utilization of IoTs also pose certain challenges along with the opportunities which must be carefully evaluated.
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