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  • 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.
11

HUR MÅR JAG EGENTLIGEN? : Designriktlinjer för mobilapplikationer för self-monitoring vid bipolär sjukdom. / HOW DO I ACTUALLY FEEL? : Design guidelines for mobile applications for selfmonitoring of bipolar disorder.

Hultgren, Kim January 2017 (has links)
Rapporten presenterar ett arbete som har haft som fokus att undersöka vilka designriktlinjer som bör vägleda formgivningen av en mobilapplikation för self-monitoring, om syftet är att stödja människor med bipolär sjukdom. Arbetets frågeställning har undersökts genom ett användarcentrerat designarbete vilket inneburit att människor med diagnosen bipolär sjukdom inkluderats och därigenom haft möjlighet att uttrycka sitt perspektiv. Processen har baserats på metoder inom området för User Experience Design där arbetsprocessen innefattat utveckling av en pappersprototyp, konceptutforskning med tillhörande intervju, storyboards samt designriktlinjer. Som en avslutande del har tre mobilapplikationer, vilka marknadsförts som verktyg för self-monitoring av humör, utvärderats utifrån de inom examensarbetet utvecklade designriktlinjerna. Utvärderingen visade på stora brister vilket indikerar att behoven hos de användare som lever med bipolär sjukdom inte tillfredsställs genom de mobilapplikationer som finns tillgängliga på marknaden. Arbetets främsta bidrag är de slutgiltiga designriktlinjerna: 1) Påminn om viktiga aktiviteter; 2) Den sociala och privata användaren; 3) Förstå och motiveras; 4) Det personliga verktyget samt 5) Lättare än en dagbok, som uppmärksammar vilket innehåll en mobilapplikation för self-monitoring bör tillhandahålla för att vara till nytta för användare med bipolär sjukdom.
12

Counteracting Availability: Giving Control Back to Players Within Online Gambling

Simon, Nordsvan January 2020 (has links)
Gambling has become ever more available and begun to employ more techniques, such as gamification, in order to engage their players. Today, Gambling with the use of your computer or smartphone is not deemed very different from playing any other kind of game. This shortens the availability cascade, or chain of events, that in the context of Gambling can ultimately lead to severe economical or social consequences for the players. This thesis seeks to find out how the increased availability can be counteracted by giving control back to the players through the use of personal informatics as well as if, and if so how, the social aspect of Gambling affects responsibility and the perceived experience. By conducting in-depth interviews with 20 participants I gained insights into what would assist them in maintaining control as well as their perception of Gambling. In order to evaluate these findings they were, in conjunction with related research, translated into a design concept. The results of the evaluations of this design suggest that many of the same techniques used to increase engagement with Gambling can also be utilized to counteract the increased availability. The prospects for future research are outlined.
13

The Heart Companion: : Designing an empowering application for heart failure patients / Hjärtkompanjonen: : Design utav en stärkande applikation för hjärtsviktspatienter

Andersson, Johanna January 2015 (has links)
Healthcare practices are changing as focus shifts fromtreating acute illnesses to chronic diseases. Theresponsibility of managing the treatment has shifted fromhealthcare providers to the individual in a higher degree. Toachieve good treatment the patients need to be empoweredso that they understand their condition and can makeinformed choices throughout their self-care. A researchthrough design approach was used to investigate how todesign a personalized empowering application for heartfailure patients. Aside from information relating to thecondition, the themes of physical activity, dieting and socialconnectedness were identified as central to address for theempowerment of this group. Patients, partners andhealthcare providers contributed with different perspectivesthroughout the design process. As a result five personas,representing potential users, were developed. Based on thepersonas and knowledge of the domain, user scenarios incurrent- and preferred state were constructed in order toguide the design of the empowering application called ‘TheHeart Companion’. It is a tablet application catering to thedifferent needs of the personas that also addresses the threethemes relevant for empowerment. The purpose of theapplication is to facilitate better understanding, a feeling ofsafety and a more active empowered life for the patient.The application enables personalization of the content byproviding bookmarking and addresses empowerment ofphysical activity by enabling various guided exercisesessions, personalized feedback, the possibility of reflectionand construction of personalized exercise sessions. / Sjukvårdens praxis förändras i takt med att fokus skiftar från behandling av akuta sjukdomar till kroniska sjukdomar. Ansvaret för behandling av kroniska sjukdomar har överförts från vårdgivare till att inbegripa individen till en högre grad. För att uppnå god behandling måste patienterna stärkas så att de förstår sitt tillstånd och kan fatta välgrundade beslut i sin egenvård. ’Research through design’ användes som metod för att undersöka hur en personifierad stärkande applikation för hjärtsviktspatienter kan utformas. Bortsett från information om tillståndet så identifierades fysisk aktivitet, kosthållning och social samhörighet som centrala teman att adressera för att stärka denna grupp. Patienter, partners och vårdgivare bidrog med olika perspektiv under designprocessen. Som ett resultat utav detta utvecklades fem personas för att representera potentiella användare. Baserat på personorna och kunskap om domänen så konstruerades användarscenarion i det nuvarande- samt det föredragna tillståndet för att vägleda designen av den stärkande applikationen som kallas Hjärtkompanjonen. Hjärtkompanjonen är en tablet-applikation som tillmötesgår de olika personornas behov och som även tar upp de tre teman som är relevanta att införliva för att stärka hjärtsviktspatienter. Syftet med applikationen är att åstadkomma bättre förståelse, en känsla av säkerhet och ett mer aktivt stärkt liv för patienten. Applikationen möjliggör personalisering av innehållet genom att tillhandahålla bokmärkning och adresserar hur en patient kan stärkas vid fysisk aktivitet genom att öppna upp för olika guidade träningspass, personlig feedback, möjligheter till reflektion samt konstruktion av personliga träningspass.
14

Seeing Yourself Visualized as Data : A Qualitative Study on Users' Interactions and Perceptions of Data Visualizations in Digital Self-Tracking / Seeing Yourself Visualized as Data : A Qualitative Study on Users' Interactions and Perceptions of Data Visualizations in Digital Self-Tracking

Lepler, Liis January 2023 (has links)
Effective data visualization is essential for digital self-tracking to help users gain insights into their behavior and habits. Personalized visualizations engage users, making the self-tracking experience more meaningful. However, potential biases and limitations should be considered to ensure an accurate and objective self-tracking process. The study aims to examine users' interactions with visualized data in the digital self-tracking process and understand their perceptions of the accuracy and objectivity of personal data visualizations and the self-tracking processes on platforms that offer self-tracking features. These platforms include applications for tracking health and fitness, habits, music listening, book reading, and movie watching. The study employs a qualitative approach using semi-structured interviews with an ethnographic approach as a data collection method. This approach was selected to investigate users' interactions and opinions on data visualizations and the digital self-tracking process.  The findings show that participants primarily use data visualizations and other personal visualizations as reminders, for comparisons, planning, and motivation. Although they do not extensively analyze the visualized data, participants report experiencing heightened self-awareness and motivation. Despite their awareness of potential inaccuracies and subjectivity in the visualizations and the self-tracking process, participants are willing to overlook these aspects due to the perceived benefits associated with the process. Moreover, participants generally express a level of trust in the accuracy of their visualized data.
15

Application Design for the Quantified Pet Domain from a User Centered Design Perspective

de Haan, Sophie January 2018 (has links)
Quantifying personal information is a rapidly emerging lifestyle that has now extended to tracking non-personal information as well. The Quantified Pet (QP) domain enablespet owners to gain insights in their pet’s behavior and wellbeing. This study investigates how to design a QP application using the User Centered Design Method. To gain understanding in the inner drivers that form the human-pet relationship, five dog owners are interviewed. Three inner drivers that trigger interaction are revealed: habits, love and guilt. By surveying 104 users of existing QP applications, this study examined what motivates users to use a pet activity tracker and what sustains this usage. After performing a thematic analysis on this data, it was found that Activities,interest in activity data, and Health, improving and ensuringthe dog’s health, are dominantly portraited in the results. These themes provide the foundation for the establishment of two personas, of which the Health persona is chosen to be the primary design target. Next to user requirements following from the persona design, a heuristic evaluation is performed on one QP application (FitBark) to provide an additional set of design requirements. From these requirements, a design solution is proposed and evaluated amongst ten participants by means of a task list, semi- structured interview and a questionnaire. This revealed high usability for navigation and successful implementation of most requirements. However, design flaws, in specific of data visualization, and some misunderstanding of informational components remain. Future work proposes an improved design and provides additional suggestions for implementation and examination. / Att kvantifiera personlig information är en starkt växande uppkommande livsstil och har nu även utökats till att följa icke-personlig information. Quantified Pet (QP) domänen möjliggör husdjursägare att få insikter i deras husdjurs beteende och välmående. I denna studie undersöks hur en QP-applikation ska designas genom att använda metoden User Centered Design. För att få förståelse för de innersta drivkrafterna till det som formar relationen mellan människa och husdjur blev fem hundägare intervjuade. Tre innre drivkrafter som triggar interactionen klarlades: vanor, kärlek och skuldkänslor. Genom att studera 104 användare av redan existerande QP-applikationer, denna studie undersökte vad som motiverar användare till att använda en pet activity tracker och vad som upperäthåller ett fortsatt användande. Efter att ha genomfört en tematisk analys av denna data visade det sig att Aktiviteter, intresse av aktivitetsdata, och Hälsa, förbättra och säkerställa hundens hälsa är de mest framträdande i resultaten. Dessa teman bidrar till grunden för etableringen av två personas, där personan för Hälsa är vald som primärt mål för designen. Utöver de användarkrav som uppkommit från personadesignen, har en hueristisk evaluering av en QR-applikation (Fitbark) gjorts för att bidra till ett ytterligare antal designkrav. Utifrån dessa krav föreslås en designlösning som evalueras bland tio deltagare genom en uppdragslista, semistrukturerad intervju och frågeformulär. Detta visade på en hög användbarhet för navigering och en lyckad implementation av de flesta av kraven. Dock existerar fortfarande brister i designen, specifikt för datavisualisering och några missförstånd över informationskomponenter. Framtida arbeten föreslår en förbättrad design och bidrar med ytterligare förslag på implementation och examinering.
16

Personal Informatics and Context: Using Context to Reveal Factors that Affect Behavior

Li, Ian Anthony Rosas 01 August 2011 (has links)
Personal informatics systems help people collect and reflect on behavioral information to better understand their own behavior. Because most systems only show one type of behavioral information, finding factors that affect one’s behavior is difficult. Supporting exploration of multiple types of contextual and behavioral information in a single interface may help. To explore this, I developed prototypes of IMPACT, which supports reflection on physical activity and multiple types of contextual information. I conducted field studies of the prototypes, which showed that such a system could increase people’s awareness of opportunities for physical activity. However, several limitations affected the usage and value of these prototypes. To improve support for such systems, I conducted a series of interviews and field studies. First, I interviewed people about their experiences using personal informatics systems resulting in the Stage-Based Model of Personal Informatics Systems, which describes the different stages that systems need to support, and a list of problems that people experience in each of the stages. Second, I identified the kinds of questions people ask about their personal data and found that the importance of these questions differed between two phases: Discovery and Maintenance. Third, I evaluated different visualization features to improve support for reflection on multiple kinds of data. Finally, based on this evaluation, I developed a system called Innertube to help people reflect on multiple kinds of data in a single interface using a visualization integration approach that makes it easier to build such tools compared to the more common data integration approach.
17

Embodying Self-Tracking: A Feminist Exploration of Collective Meaning-Making of Self-Tracking Data

ÇERÇİ, SENA January 2018 (has links)
This Research-through-Design conducted as thesis project within Malmö University Interaction Design Master’s programme is an attempt to bridge the gap between the quantified self and the subjective & collective experiences of the self-tracking for less normative ways of meaning-making of data. In order to accomplish this, it offers a feminist critique of self-tracking and an exploration of new features for self-tracking apps using provotypes to inform the HCI community.
18

Designing an Assistive Technology for Self-reflection for Students Suffering from ADHD at Malmö University

Ravishankar, Vandana January 2022 (has links)
Attention-deficit/hyperactivity disorder (ADHD), is a behaviour disorder, usually first diagnosed in childhood, that is characterized by inattention, impulsivity, and hyperactivity. ADHD is often associated with co-morbid disorders like bipolar disorder, anxiety, depression, and substance abuse. The diagnosis of ADHD is clinically established by a review of symptoms and impairment from the child’s young age. There are numerous assistive technologies that exist for people suffering from ADHD but there exists a research gap in developing self-reflective tools for people with neurodevelopmental disorders. This paper bridges this research gap for students at Malmö University. This project will focus on developing a personalized interactive AI-based system that captures contextual data, analyses it to find relevant patterns in user’s behaviour, and visualizes it effectively to provide students with ADHD with insights into the parameters influencing the nature of their disorder. The project is performed under a Double Diamond method which allows for iteration. The methods used mostly comprise co-design methods to ensure the concept caters to the user’s needs. The project is based on learnings from three key areas: Interactive AI, Personal Informatics and Systems as dialogue partners.
19

Designing VoiceUp : a Mobile Application Visualizing Vocal Activity Measured by a Wearable Device

Viklund, Anna January 2015 (has links)
This thesis explores a concept by Sonvox AB called VoiceUp. The concept is that of a mobile application that communicates with a wearable voice measuring device and visualizes voice information in a way that helps singers. Sonvox current main product is VoxLog—a system for long-term voice monitoring, mostly used for research purposes. Sonvox believes that their voice analysis technology could be relevant to a larger audience. The main goal for the thesis is to explore if a wearable voice measuring device could be relevant to singers, and in what ways. To do this, a needs analysis was conducted where song teachers and singers were interviewed. In order to draw statistical conclusions about the occurrence of needs, a survey was conducted where people with an interest for singing were the targeted respondents. Based on the result from the needs analysis, the VoiceUp concept was refined, resulting in an idea of a product that measures and visualizes how much the user sings and speaks with the aim to increase singers motivation to practice singing more regularly. Based on theory related to self-tracking, a design proving the concept was created, resulting in a mockup and a simple prototype. The mockup and the prototype can together be seen as one example of how self-tracking technology could be relevant to singers.
20

Electronic Performance And Tracking Systems (EPTS) : Perceptions, Benefits and Challenges of Professional Football Athletes and Training Staff

Bitilis, Pavlos January 2021 (has links)
Personal Informatics (PI) are information systems that allow people to process activities with the usage of information technology, aiming to produce informational products (data) either for themselves or for others. Technologies that enable PI are becoming increasingly popular, assisting people in collecting personally relevant information about their body and their behaviour. In sports industry nowadays, a great variety of PI wearable tools offer support to athletes and training staff to improve their performance. An example of such tool is the Electronic Performance and Tracking Systems (EPTS), which are a combination of hardware and software that facilitates the collection, storage, analysis and management of professional athletes’ fitness and health data. Although significant and broadly used, EPTS have not yet received much attention from researchers and, thus, understudied. Therefore, the master’s thesis explores the perceptions of professional football athletes and training staff regarding the use of EPTS in their everyday training and work. Furthermore, the master’s thesis research explores the benefits and challenges that professional football athletes and training staff experience when using EPTS in their everyday training and work. The master’s thesis study adopts the interpretive paradigm and qualitative ethnographic approach. The research data was collectedthrough direct observations in the field and semi-structured interviews from Greek professional football athletes and Greek training staff that use wearable EPTS in their everyday training and work and was analysed thematically. A theoretical framework, which is built upon relevant literature from the informatics field and along with the theory of sensemaking, is used to understand, interpret and discuss the research findings. The research outcome of the master’s thesis shows that communication is at the core of EPTS enabling football players and training staff to improve individual and team performance. Organizing of every day starts and ends with EPTS analysis and evaluation and better organized and daily evaluated football methodology appears as key benefit for the club. Coaches and trainers are now more data driven and accurate and analysts and trainers that conduct analysisof the data provided by EPTS are new members of the training staff. Evidence provided by EPTS build trust between staff and players and in the training staff. Visualization tools for presenting insights need to be further improved with the addition of in-field monitors and 3D presentations. Furthermore, it is important for training staff members to have ethical and consistent strategy on how data derived from EPTS are used on how data are communicated.  The research complements previous research on personal informatics and adjusts them to elite team sport context and adds to the theory of sensemaking regarding how users make sense of PI tools that are related with their everyday routines at work. In addition, it offers football training staff members a model for efficient use of EPTS technology into the everyday football practices and a model of sustainable use aiming the overall improvement of team performance.

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