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Home sweet home : a case study on persuasive technology to promote usage of an m-health application by elderly living at homeWei, Nicklas, Blomberg, Richard January 2019 (has links)
Much of the developed world is experiencing an aging population. This requires society to adapt to take care of a growing elderly population and improve their quality of life. Today, mobile systems are available that makes it possible to monitor and improve health (m-health). Even though these systems could be immensely helpful for the elderly population, this has not been the primary demographic for the current m-health systems. This case study aimed at examining how persuasive technology (technology for changing behavior and/or attitude) can be used to promote usage of m-health applications by the elderly. For this purpose, a theoretical framework for supporting m-health systems is proposed. This framework consist of persuasive technology (for motivation and support for fulfillment of human needs), knowledge of elderly issues in interacting with mobile interfaces, smartphone usability heuristics and the Plan-Do-Study-Act (PDSA) cycle (to support goalsetting and incremental progress). To determine how persuasive technology can be used to motivate elderly and find effective strategies for this purpose, the case study examined health behavior, motivations for healthy behavior, attitude to health, general goal setting behavior, needs, preferences, technological experience and self-efficacy, as well as usage of m-health systems using qualitative and participatory methods. Methods used included semi-structured interviews, future workshop, revolutionary rapid prototyping and usability evaluation. The findings of the interviews and the future workshop suggested the primary motivation for healthy behavior was derived from social aspects. Thus, the most effective persuasive strategies for the elderly likely target their need for social belonging and socialization. Based on the findings, an interactive prototype was developed. The prototype proposed an m-health application with self-monitoring that implemented an elderly community around healthy behavior, with opportunities to earn digital rewards and challenge other users to competition. The interactive prototype was then used in a usability evaluation to gauge its usability by the elderly and revised in higher fidelity according to their feedback.
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Augmented Reality i utomhusmiljöer : En jämförelse mellan ARKit och ARCoreThulin, Felix January 2018 (has links)
Purpose – The purpose of this thesis is to understand how the two frameworks: ARKit and ARCore works in the outside environment, in terms of possibilities and constrictions. This thesis intends to answer the following research questions: - Which possibilities and restrictions does ARKit and ARCore have for usage in the outside environment? - Which is the lowest illuminance needed for ARKit to work? Method – The study uses a literature study to answer the first research question. For the second research question a combination of literature study and experimental study is used, in which a hypothesis and prediction is formulated. Results – The results of the study show that there’s more restrictions than possibilities for using ARKit and ARCore in the outside environment. There are a lot of factors that can affect the frameworks ability to read the surroundings and place virtual objects. Dynamic elements, such as weather and illumination, is something that needs to be kept in mind. The experimental study showed that the minimal illumination needed for an ARKit based application to be able to place an object in an environment was 10.275 lx. In comparison; this is when the sun is positioned at a -5O under the horizon or higher. For example, this means that 1st of January only has 7h and 30min of the day where there is enough daylight for ARKit to read the surrounding. This does not account for other factors that can be troublesome, such as during the wintertime there is likely snow covering the ground. Implications – The study contributes to the exploration of an area which is relatively unknown since these frameworks have barely been out for a year. The results in the study can give an insight for developers and companies that have visions to use AR technology in the outside environment. The study covers the main areas AR, ARKit and ARCore. Limitations – The experimental study was only performed using ARKit, the reason being that the only testing device available was iOS Keywords – Augmented Reality, AR, Apple, Google, ARKit, ARCore, Lux, Experiment, Literature study. / Syfte - Syftet med denna studie är att undersöka hur ramverken ARKit och ARCore lämpar sig för utomhusbruk i form av möjligheter och begränsningar. Denna undersökning avser att besvara följande frågeställningar: Vilka möjligheter och begränsningar har ARKit respektive ARCore vid utomhusbruk? Vilken är den minimala belysningsstyrka som krävs för att ARKit skall fungera? Metod – I studien används litteraturstudie för att besvara första frågeställningen, och för andra frågeställningen är det en kombination av litteraturstudie och experimentell studie med hypotes och förutsägelse. Resultat – Resultatet visar att begränsningarna är fler än möjligheterna. Det är många faktorer i en utomhusmiljö som kan påverka ramverkens förmåga att läsa av omgivningen och placera ett virtuellt objekt. Dynamiska element som väder och ljus är något man uppenbarligen måste ha i åtanke. Den experimentella studien visade att den minimala belysningsstyrkan som krävs för att en ARKit baserad applikation skall kunna placera ut ett objekt är 10.275 lx. Detta kan jämföras med att solen befinner sig -5O under horisonten eller högre. Ett exempel är tillexempel den 1:a januari som har 7h 30min under dygnet då det är tillräckligt ljust. En annan aspekt som kan ställa till problem under vintermånaderna är eventuella snötäcken. Implikationer – Studien bidrar till att utforska ett område som är relativt okänt då dessa ramverk är knappt ett år gamla. Resultatet i studien kan ge en insikt till utvecklare eller företag som har egna visioner att nyttja AR teknologin utomhus. Studien lägger grunden för huvudområdena AR, ARKit och ARCore. Begränsningar – Den experimentella studien genomfördes endast med ARKit med anledning att den enda testenhet som fanns tillgänglig var iOS. Nyckelord – Augmented Reality, Apple, Google, ARKit, ARCore, Lux, Experiment, Litteraturstudie
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Designing Digital Nudges for Sustainable Travel DecisionsAndersson, Hanna January 2019 (has links)
Tourism is an important force for sustainable development in many countries. It provides millions of jobs which, for some countries, entails an increased gross domestic product (GDP). Unfortunately, there are downsides of tourism as well, and work towards sustainable tourism is now a key feature of many travel organizations. To influence consumers into more sustainable behavior, organizations can use nudging as a tool. A nudge uses a specific psychological effect to guide individuals towards a predefined choice. Since many travel companies provide their products through digital environments, such as websites or apps, knowledge of digital nudging is mandatory. The aim of this study was to investigate how digital nudging could be used to encourage more sustainable decisions on a travel company website. How the digital nudges should be designed, and how digital nudging would be perceived by consumers were investigated. The use of existing guidelines for how to design digital nudges resulted in prototypes of a travel company's website including several digital nudges. The guidelines included four steps: define the goal, understand the users, design the nudge and test the nudge. The result showed several digital nudges that after some design improvements have the potential to influence consumers to make more sustainable decisions on a travel company's website. The result also showed that the majority of the consumers had a positive attitude towards digital nudging in this context, although this needs to be further evaluated. Further research is also recommended to assess which nudge that works best for a given choice situation.
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UX-metoder som kompletterar användbarhetstest genom att mäta tillfredsställelse : En fallstudie för att validera identifierade metoderBaaz, Felicia, Åkesson, Jennie January 2019 (has links)
This study has been carried out in collaboration with the company RISE and the group UX Insights, who works with methods to test a product’s usability and ergonomics. The purpose of the study was to find complementary UX methods for usability tests, and to test the methods for verifying whether the selected methods really generate complementary information, as it was requested by the UX Insights group. The goal was to identify three methods which could provide information about the user’s feelings, since emotions are linked to the factor satisfaction as opposed to usability tests that generate performance metrics. The goal was also to achieve a better product through tests and concept development, based on the selected methods, through a case study. The study was based on two research questions;RQ1. Which evaluation methods can be used to complement usability tests in work with UX and what supplementary information do the methods generate? RQ2. How can evaluation methods for UX be used in the product development process to effectively draw attention to emotional reactions in the interaction between product and human? To answer the research questions, a literature study and a case study were conducted. The literature study aimed at identifying complementary methods for usability testing, which resulted in the methods Emocards, semantic differential scale and interview. The identified methods wereused together with usability tests during two tests in the case study. Test one was carried out on two air conditioners that Electrolux assisted with, and test two was carried out on a concept of a new control panel that was developed after product development of the product that was in greatest need of improvement. The study resulted in a developed concept that generated better results from the tests, compared to the standard product. The concept received 18 percentage points higher effectiveness and an increase in efficiency as all tasks required at least 40 percentage points less effort. The movement in the circumplex model was 14 and 13 steps for the concept, compared to 32 and 15 steps for the standard product. The concept improved based on the semantic differential scale, where the average value decreased by 1.3 units. The result also showed that usability tests can be complemented by the methods Emocards, semantic differential scale and interview, which means that the whole aspect of UX is measured as the methods together generate both performance-based data and self-reporting data, which generates information on both performance and satisfaction. The conclusion of the study showed that all three complementary methods provided information that could be used in the development of the product in the case study. However, all three methods provided similar information and therefore do not need to be used together. For this reason, it is recommended to either complement usability tests with Emocards and interviews or with semantic differential scale and interview. This is because interviews can deepen the information that selected methods generates. / Den här studien har utförts i samarbete med företaget RISE och gruppen UX Insights som arbetar med metoder för att testa produkters användbarhet och ergonomi. Syftet med studien var att hitta kompletterande UX-metoder till användbarhetstester samt att testa metoderna för att verifiera om valda metoder verkligen generar kompletterande information, då det var efterfrågat av gruppen. Målet var att identifiera tre metoder som kunde ge information om användarens känslor, då känslor är kopplat till faktorn tillfredsställelse till skillnad mot användbarhetstest som genererar information om prestation. Målet var dessutom att genom en fallstudie åstadkomma en bättre produkt genom tester och konceptutveckling, utifrån valda metoder. Studien grundades på två forskningsfrågor; F1.Vilken/vilka utvärderingsmetoder kan användas för att komplettera användbarhetstester i arbete med UX och vad genererar metoderna för kompletterande information? F2. Hur kan utvärderingsmetoder för UX användas i produktutvecklingsprocessen för att effektivt uppmärksamma känslomässiga reaktioner i interaktionen mellan produkt och människa? För att besvara forskningsfrågorna genomfördes en litteraturstudie och en fallstudie. Litteraturstudien syftade till att identifiera kompletterande metoder till användbarhetstest, vilket resulterade i metoderna känslokort, semantisk differentialskala och intervju. De identifierade metoderna användes sedan tillsammans med användbarhetstest under två test i fallstudien. Test ett genomfördes på två luftkonditioneringar som Electrolux bistod med och test två genomfördespå ett koncept av en ny kontrollpanel som togs fram efter produktutveckling av den produkt som var i störst behov av utveckling. Studien resulterade i ett utvecklat koncept som genererade bättre resultat från testerna, jämfört med den ursprungliga produkten. Konceptet fick 18 procentenheter högre ändamålsenlighet samt en ökning i effektivitet då alla uppgifter krävde minst 40 procentenheter mindre ansträngning.Förflyttningen i den circumplexa modellen blev 14 respektive 13 steg för konceptet, jämfört med 32 och 15 steg för standardprodukten. Konceptet förbättrades utifrån den semantiska differentialskalan, där medelvärdet minskade med 1,3 enheter. Resultatet visade dessutom att användbarhetstest kan kompletteras av metoderna känslokort, semantisk differentialskala och intervju, som gör att hela aspekten av UX mäts då metoderna tillsammans genererar både prestationsbaserade data och själv-rapporterande data, vilket genererar information om både prestation och tillfredsställelse. Slutsatsen av studien visade att alla tre kompletterande metoder gav information som kunde användas i utvecklingen av produkten i fallstudien. Däremot gav alla tre metoder liknande information och behöver därför inte användas tillsammans. Av den anledningen rekommenderas att antingen komplettera användbarhetstest med känslokort och intervju eller med semantisk differentialskala och intervju. Detta eftersom intervjuer kan fördjupa informationen som valda metoder genererar.
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Towards Trustworthy AI : A proposed set of design guidelines for understandable, trustworthy and actionable AIUga, Brenda January 2019 (has links)
Artificial intelligence is used today in both everyday applications and specialised expert systems. In situations where relying on the output of the AI brings about the risk of negative consequences, it becomes important to understand why the AI system has produced its output. Previous research in human-computer trust has identified trust antecedents that contribute to formation of trust in an AI artifact, understanding of the system being one of them. In the context of Pipedrive, a sales management system, this thesis investigates how can AI predictions be designed as understandable and trustworthy, and by extension which explanatory aspects provide guidance towards actions to take, and which presentation formats support for- mation of trust. Using a research-through design approach, multiple designs for displaying AI predictions are explored for Pipedrive, leading to a proposal for a set of design guidelines that support understandability, trustworthiness and actionability of AI. Both the designs and the guidelines have been iteratively developed in collaboration with users and design practitioners. / Artificiell intelligens används idag både i vardagliga applikationer och expertsystem. I situationer då förtroendet för utdata från AI innebär en risk för negativa konsekvenser blir det viktigt att förstå varför AI-systemet har producerat dess utdata. Tidigare forskning inom människa-datorförtroende har identifierat förtroendeföregångare som bidrar till att skapa förtroende för en AI-artefakt, varav förståelse för systemet är en av dem. Inom ramen för Pipedrive, ett säljhanteringssystem, utreder denna avhandling hur AI-förut-sägelser kan designas på ett förståeligt och pålitligt sätt, och i förlängningen vilka förklarande aspekter som kan ge vägledning gällande de åtgärder som ska vidtas, samt vilka presentationsformat som stödjer skapande av förtroende. Med hjälp av en metod för forskning genom design undersöks flera utföranden för att visa AI-förutsägelser för Pipedrive, vilket leder till ett förslag till en uppsättning riktlinjer för design som stödjer förståelse, pålitlighet och funktionsduglighet. Både design och riktlinjer har utvecklats iterativt i samarbete med användare och designutövare.
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Design av CSCW-system för att stimulera till ökad social interaktion och samarbete inom lantbruket : Från passiva läsare till aktiva bidragare av innehåll i användarportaler / Design of a CSCW-system to influence increasingsocial interaction and collaboration with agriculture : From passive to active contributors of content in farming communitiesSeitzberg, Linda January 2015 (has links)
Farming is considered as an important area for a sustainable society, and the need for proper information and knowledge exchange among farmers through various forms of social learning processes has been addressed. Beside learning from each other face to face and sharing personal experiences of farming practices, Information and Communication Technology (ICT) in the form of Computer Supported Collaborative Work (CSCW) systems provides another possibility to share and exchange information and knowledge with other farmers. This work demonstrates the necessary functions needed for a future CSCW system for farmers, as a tool for social interaction and communication in agriculture, through which social learning is fostered. The purpose is to stimulate social learning among farmers so they will develop from passive readers to active contributors of information content in the proposed CSCW system, which in the long run may have a positive impact on the overall purpose of farming – increasing harvests. The main aim of this work is to stimulate social learning in agriculture, where farmers’ social online learning processes is stimulated via a CSCW system that has been developed and designed as a high-fi prototype, providing various functions that make it possible to communicate among farmers and other stakeholders. In order to o stimulate so-called reading farmers into actively contributing farmers in the proposed CSCW-system this work also provides some identified lessons learned. These lessons learned provide both design guidelines as well as suggested behavioral changes of farmers and farming organisations in order to foster the use of CSW systems a social interaction and social learning tools in farming practices. Keywords; Agriculture, social learning, communication, CSCL, CSCW, ICT, contribute to content.
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VISUAL NOVELS OCH ORDKUNSKAP : Användares attityder till Visual Novels med ordinlärning som huvudsyfte. / VISUAL NOVELS AND WORDKNOWLEDGE : User attitude towards Visual Novels with the core goal of learning words.Jeppsson, Arvid, Pudas Johansson, Max January 2019 (has links)
Vårt examensarbete handlar om vad användare har för attityder till en Visual Novel med ordinlärning som huvudsyfte. För att undersöka detta så framställde vi en Visual Novel med ett ordinlärningsmoment från svenska till engelska, där spelaren instrueras att skriva in understrukna ord. Därefter utförde vi en kvalitativ studie på deltagare i åldrarna 18 år och uppåt där de fick testa vår Visual Novel, och sedan intervjuades. Resultaten från vår undersökning tyder på att det finns ett intresse för Visual Novels med ordinlärning som huvudsyfte. Deltagarna tyckte att att kopplingen mellan det visuella och glosorna i vår Visual Novel inte var en viktig del i hur väl de lyckades med att klara glosorna, och att storyn kan anpassas för att användarna ska få bättre förutsättningar att komma ihåg glosorna.
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Conversion Rate Optimization Strategy in UX : Applying the Theory of Four Behavior Types Within E-Commerce Conversion Rate OptimizationMatilda, Nilsson January 2019 (has links)
This study uses the mindset of Bryan Eisenbergs four behavior types (Competitive, Spontaneous, Humanistic, and Methodical), to in- crease the conversion rate and the user experience while shopping online. Traditional retailers, i.e physical stores, are not a priority anymore and a challenge for an e-commerce site is to maintain a relationship to the customer online. The mindset of the four be- havior types is aimed to be used to target the universe of buyers. This mindset and theory will be applied to a CRO-design process, where the focus is to increase the conversion rate optimization of a website. An extensive literature study, an analysis phase, user tests and a questionnaire were used to decide whether this concept is worth using as a part of the process or not. The results indicate that the concept of the four behavior types can be used to target the audience. The thesis states that the concept could be used as a general foundation to further develop this mindset.
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Exploring Underrepresented Narratives : Social Anxiety in GamesAlves, Thiago January 2018 (has links)
This research focuses on pushing forward the understanding of mental disorders portrayals in games, more specifically social anxiety, which still lies as a marginalized topic in this medium. In order to understand honest manifestations of social anxiety in games, the first step is to conduct a close reading of games made by people who suffer from this mental disorder. A collection of five indie games, all of autobiographical nature and featuring social anxiety as an important part of their text, was put together for this analysis. This was done embracing the need to address the representational complexity, in order to tap into such a nuanced and elusive topic as social anxiety, not to identify rights or wrongs, but to engage in a discussion of how experiences are represented in games by people directly affected by this mental disorder. Individual experiences also contribute to expand interpretations and to identify additional keys of social anxiety representation. This is done by reaching informants, people living with a comorbid mental illnesses or disorders, that face or had faced social anxiety, and assess their perspectives through an experiential workshop. This work intends to further explore the practice of game design as mediator of experiences, contributing to both deepen the knowledge of game design and explore nuances of individual experiences present in autobiographical games and how this relates to perspectives of other people living with social anxiety. By combining the games and informants perspectives it is possible to structure a debate about game design patterns based on the findings of the game analysis and further elaborated with the nuanced perceptions gathered from informants. The knowledge acquired through this work is a step towards understanding of how games can represent, in an honest and non-stereotypical way, mental disorders, starting with social anxiety and, hopefully, contribute to spark other studies to broaden the spectrum of how the complexity of adverse mental conditions can be more respectfully addressed in games.
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Hur användarmotivation kan informera design av användarupplevelse : En fallstudie om vad som motiverar användare till kartografisk datadelning genom OSM baserade online-samhällen / How user motivation can inform user experience design : A case study on what motivates users to share cartographic data through OSM based online communitiesDelic, Erna January 2018 (has links)
Denna studie undersöker hur kunskap om användarmotivation kan vara ett stöd för UX-design vid utformningen av online-samhällen för kartdatadelning. Studien är en fallstudie och baseras på undersökningen av att potentiellt använda sig av Open source map som grundkarta för cykelvägsapplikationen Cykelstaden som förvaltas av Trafikkontoret i Göteborg. Studien genomfördes genom en enkätundersökning, intervjuer med en kartograf och användare som nyttjar både Cykelstaden och olika kartdatadelningstjänster. Studiens delmål var även att undersöka vilken kontextuell information som önskas i ny och framtida användning av digital kartografi. Resultaten visar delvis på att användare utrryckligen vill vara delaktiga vid utformningen och utvecklingen av digitala tjänster. Korrelationen med studiens teoretiska implikationer visar att studier av användarmotivationer inför användningen av digital kartografi leder till att tjänsterna används och har för användare nytta. Resultaten pekar således på att kunskap om användarnas motivationsfaktorer och vad de drivs av vid användningen av digitala tjänster är en viktig framgångsfaktor för framtida digital utveckling av kartdatatjänster. Användarnas vilja och intresse för användarmedverkan kan således hjälpa till att bana vägen för en mer accepterad och tillämpad UX-design. / <p>Studenten påbörjade examensarbetet vt 2017 och slutförde arbetet vt 2018.</p> / -
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