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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.
81

Advancing Models of Privacy Decision Making : Exploring the What & How of Privacy Behaviours

Kitkowska, Agnieszka January 2018 (has links)
People's decisions do not happen in a vacuum; there are multiple factors that may affect them. There are external determinants, such as cost/benefit calculation of decision outcomes. There are also internal factors, such as attitudes, personality, emotions, age, and nationality. Frequently, the latter have a final say on the decision at hand, and similar determinants are triggered during the digital interaction when people make decisions about their privacy. The current digital privacy landscape is filled with recurring security breaches and leaks of personal information collected by online service providers. Growing dependency on Internet-connected devices and increasing privacy risks prompted policy makers to protect individuals' right to privacy. In Europe, the General Data Protection Regulation requires companies to provide adequate information about their data collection and processing practices to users, to increase privacy awareness and enable better decision making. Regardless, currently there is no sufficient, usable technology, which could help people make improved privacy decisions, decreasing over-disclosure and oversharing. Hence, multidisciplinary researchers aim at developing new privacy-enhancing solutions. To define such solutions and successfully convey data provision and processing practices, potential risks, or harms resulting from information disclosure, it is crucial to understand cognitive processes underpinning privacy decisions. In this thesis, we examine privacy decisions and define factors that influence them. We investigate the attitude-behaviour relationship and identify privacy concerns affecting perceptions of privacy. Additionally, we examine factors influencing information sharing, such as emotional arousal and personality traits. Our results demonstrate that there is a relationship between privacy concerns and behaviours, and that simplified models of behaviour are insufficient to predict privacy decisions. Our findings show that internal factors, such as nationality and culture, emotional arousal, and individual characteristics, affect privacy decisions. Based on our findings, we conclude that future models of privacy should incorporate such determinants. Further, we postulate that privacy user interfaces must become more flexible and personalised than the current solutions. / Growing dependency on Internet-connected devices and increasing privacy risks prompted policymakers to protect individuals’ right to privacy. In Europe, the General Data Protection Regulation requires companies to provide users with adequate information about data collection and processing practices to increase privacy awareness and enable better decisions. Hence, multidisciplinary researchers aim at developing new privacy-enhancing solutions. However, to develop such solutions it is crucial to understand cognitive processes underpinning privacy decisions. This thesis objective is to investigate privacy behaviours. We identify privacy concerns affecting perceptions of privacy and examine factors influencing information sharing. We show that simplified models of behaviour are insufficient predictors of privacy decisions, and that demographic characteristic, emotion and personality affect privacy attitudes and behaviours. Based on our findings we conclude that future models of privacy and designs of privacy user interfaces must incorporate such behavioural determinants.
82

User Centred design of Conversational UI for Wealth Management Customers

Uma, Ketaki January 2019 (has links)
Conversational UI (CUI) like voice assistant and chatbot are being introduced to provide 24x7 enquiry response, advice and technical support. This study aims at assessing User Experience related factors, which reinforce Trust between Wealth Management customer and the CUI in tasks normally performed by Relationship Managers. Given the financial and resource constraints of the thesis, semi structured interviews and Wizard of Oz experiments were chosen as the methods of study. These methods helped in delving deep into user issues within limited time period. The study finds that investors were happy to get response in text and graphics mode but not in voice since the information was considered confindential. There were apprehensions in using chatbot for getting investment advice. Findings of this study may be helpful to wealth management organisations in designing conversation UI strategy. However, the study was conducted with clients in India, hence the findings are more relevant to countries with similar socio-cultural conditions. / Konversationsgränssnitt (Conversational UI, CUI) som röstassistent och chatbot tas i bruk för att ge 24x7 svar, råd och teknisk support. Denna studie syftar till att bedöma användarupplevelse-relaterade faktorer som förstärker förtroendet mellan förmögenhetsförvaltningskunder och CUI i uppgifter som normalt utförs av kundansvariga. Med tanke på de finansiella och resursbegränsningarna i avhandlingen, valdes halvstrukturerade intervjuer och Wizard of Oz-experiment som studiemetoder. Dessa metoder bidrog till att gräva djupt in i användarproblem inom en begränsad tidsperiod. Studien konstaterar att investerare var nöjda att få svar i text och grafik, men inte i röst eftersom informationen ansågs konfidentiell. Det fanns en oro för att använda chatbot för att få investeringsrådgivning.
83

Det visuella uttrycket i två musikstreamingtjänster : En semiotisk analys av musikstreamingtjänsterna Spotify och Apple Musics visuella uttryck. / The visual expression in two music streaming services : A Semiotic Analysis of the Visual Expression of the Music Streaming Services Spotify and Apple Music

Centelege, Emma January 2022 (has links)
Since the development of modern technology, we are faced with more choices than ever. Our choices are based on the visual impression of a product or a service (Watzman, 1992). But what is it that makes us choose a specific product or service? This essay sheds light on the problems surrounding the development of technology that have led to a digitalized society where products are replaced by digital services. It also highlights a new professional role that has emerged from the digitalisation of society. Furthermore, the essay also enlightens on how a digital service's design might affect its users by examining how the music streaming services Spotify and Apple Music affect user's first impression of the service through a semiotic analysis. The results show that the design of a service is decisive for which target group the company is aimed at. And that the choice of functions maintains the interest of the users. In addition, the graphic design profession takes place through a development, where you may need to broaden your knowledge towards a digital competence. The essay opened up the question of whether there are more aspects that are based on the choice of service, such as the cost of the service and class differences.
84

Designsystemets potentiella roll i en webbyrås verksamhet : Ett designarbete med fokus på tillämpningen av en förebildsanalys / The potential role of a design system in the organization of a web-agency : A design work with focus on using an analysis of precedents

Harald, Lovisa, Åström, Jonna January 2023 (has links)
Företag som Airbnb, Google och IBM har förändrat sättet de designar digitala produkter på genom att integrera sina egna unika designsystem. Med hjälp av repeterbara komponenter, tillsammans med en uppsättning standarder som vägledning för hur dessa komponenter ska nyttjas, har alla dessa företag kunnat effektivisera skapandet och innovationen inom sina designteam. Syftet med följande studie var att undersöka hur ett sådant system bör utformas för att kunna användas inom en webbyrås verksamhet och om förebildsanalys kan vara en lämplig metod att nyttja vid utformningen. Arbetet ämnar således att besvara två frågeställningar: 1) Hur kan ett dynamiskt designsystem utformas för att tillgodose webbyråns behov? 2) Är förebildsanalys ett passande metodval vid utformningen av ett dynamiskt designsystem? För att besvara frågeställningarna har en förstudie i form av intervjuer genomförts med utvecklare och produktägare på en webbyrå. Tillsammans med en förebildsanalys och ett teoretiskt ramverk för visuell användbarhet utgör de grunden för designarbetet. För att utvärdera den slutgiltiga designen genomfördes en avslutande workshop med informanterna som intervjuades under förstudien. Arbetet landade i en generell verktygslåda, bestående av en samling text-, bild- och videoblock som sedan nyttjades för att ta fram de slutgiltiga visuella mallförslagen. De utgör tillsammans studiens huvudsakliga kunskapsbidrag, ett uppdelat designsystem. Resultatet visade även att en förebildsanalys kan bidra med viktiga insikter, både av estetisk och strukturell karaktär, som i sin tur kan utgöra en väsentlig grund till designprocessen.
85

Desone : En social medieplattform med fokus på hälsa

Ida, Karinaho January 2023 (has links)
För att lösa FN’s globala mål nummer 3 - god hälsa och välbefinnande - har jag skapat ensocial medie-plattform med fokus på hälsa. Med hjälp av social påverkan och andrametoder för beteendeförändring (kopplat till nudging och gamification) har jag skapat endigital miljö som främjar en hälsosam livsstil.Arbetet påbörjades med en väldigt tydlig idé om vad jag ville göra och ett företagsnamn ochanda som funnits med sedan jag kom på idén för flera år sedan. Med ungefär 2-3 veckorkvar till deadline bytte projektet riktning och namn-bytet från Push till Desone öppnade uppför nya möjligheter. En ny visuell identitet, nya värderingar och nya produkter skapades.Det här projektet samlar många områden jag intresserar mig för och det har varitspännande i allt från analyser till gestaltningsfasen. Efter många veckors hårt slit för att gemin affärsidé liv genom ett tydligt varumärkesbygge tror jag nu ännu mer på mittvarumärke; Desone. I och med det ökade intresset för hälsa och framväxten av mobila applikationer harmarknaden för kost- och träningsapplikationer växt. Tidigare forskning har visat att det finnsstor potential för dessa applikationer att förbättra människors fysiska hälsa, men att deskulle kunna förbättras genom ett användande av teoribaserade metoder kopplade tillbeteendeförändring. Ett sätt att förändra människors beteenden i valsituationer är genomnudging.Digital nudging handlar om att utforma digitala valmiljöer på ett sätt som påverkarmänniskors val på ett förutsägbart sätt utan att förbjuda några alternativ. Detta görs genomUI-design. Nudging fungerar eftersom att människan tenderar att vilja minska på denkognitiva ansträngningen i komplexa valsituationer.Genom en semiotisk analys av sex stycken mobila applikationer gjordes en undersökningmed syftet att ta reda på hur digital nudging i form av UI-design används på kost- ochträningsapplikationer. Resultatet visade att det vanligast förekommande nudgingverktygetvar målsättning som nästan uteslutande visade sig genom en kalori- eller stegräknare i formav en cirkel som fylldes med färg ju närmare användaren kom dagens mål.
86

Konsumtionsstil : Den hållbara garderoben i mobilen

Berner-Wik, Elin January 2022 (has links)
Detta examensarbete är baserat på en designprocess som går ut på att influera kvinnliga klädkonsumenter i åldrarna 17-25 att göra mer hållbara val. Fast fashion är ett välkänt globalt problem i dagens samhälle och även om människor är medvetna om problemet, fortsätter vi att mätta marknaden. Varje individ har makten över sin egna garderob, däremot saknas det vägledning i hur man ska göra den mer hållbar. Genom att göra en designprocess som var inriktad på att jobba nära målgruppen har problemet undersökts. Arbetet utvecklades till ett koncept av en mobilapp som riktar sig till unga kvinnliga konsumenter och som genom nudging leder dem i en grönare och mer hållbar riktning, genom att de ser sitt köpbeteende och även får slow fashion tips.
87

Assistive Technology for Users with ADHD

Banach, Patryk January 2023 (has links)
This project explores how assistive technology can be useful for users with ADHD when it comes to their usage of smartphones. The design explores the importance of role and interaction aesthetic in regards to designing assistive technology. Additionally, this paper highlights the importance of including users with disabilities in the design and research process. The study focuses on the lived experience of an individual with ADHD rather than looking at symptoms in order to get closer to the needs and issues of the end user. The results show that focusing on the daily life of the user rather than their symptoms brings the research closer to the actual needs. The design solution offers an interactive social media post that takes the users in-situ needs into consideration by proposing multiple cues to take a break from social media. By creating actionable insights it gives the user agency and better support in comparison to other screen time-management tools.
88

User Interface Supporting Forest Machine Operators : Improve User Experience and Adaptability through Accessibility and Personalization

Krantz, Irma January 2023 (has links)
Forest machine operators work in an environment that requires simultaneous monitoring of several factors. This is done using a control and information system, MaxiXT, that should provide the right information at the right time. The interface plays an important role in improving efficiency and promoting a favourable working environment for operators. Therefore, it is important to have an interface that effectively meets the needs of users. The objective of this study was to design a prototype of a user-friendly interface that makes it easy for the forest machine drivers to find the information they need. The design thinking methodology was used in this study, with a focus on forest machine operators who are the users of the control and information system. The process involves conducting user research and user testing. The insights gathered from the user research, combined with the findings from literature studies, served as the foundation for developing the prototype. The prototype was tested in both Mid-Fi and Hi-Fi versions, generating valuable feedback and insights. Overall, the impressions of the future users were highly positive. The diverse personalities and backgrounds of the users revealed varying interests in interaction and expectations from the control and information system. This highlights the potential for personalizing the interface, while also providing default settings based on the most typical preferences of Swedish users. To ensure broader usability across a wider user group, it is essential to supplement this information with input from users in other countries.
89

How Does Interface Design and Recommendation System in Video Streaming Services Affect User Experience? : A study on Netflix UI design and recommendation system and how it shapes the choices young adults between the ages 18 and 26 make.

Kindbom, Linnéa January 2022 (has links)
No description available.
90

Evaluating the State of Accessibility in React UI Component Libraries / Utvärdering av tillgänglighet i React UI komponentbibliotek

Karlsson, Alex January 2021 (has links)
This work examined the state of accessibility in React UI component libraries. The accessibility of these libraries is essential since they are used to create the frontend of hundreds of thousands of projects. We conducted a controlled experiment to evaluate the accessibility of six open source libraries. We selected libraries based on GitHub dependents intervals to include libraries with varied use. In the experiment, we implemented a UI for each library with a few standard components. We then tested these UI implementations based on WCAG 2.1 and WAI-ARIA 1.1 with automated testing using Axe and manual test cases. We also used exploratory testing with the screen reader NVDA to detect issues based on actual use with an assistive device. We also conducted a literature review to support the experiment and the following discussion and conclusions of its results. We detected 50 accessibility issues in total and all libraries had one or more issues. Also, that there was a significant difference in the accessibility of libraries. The second interval had the least number of issues and was closely followed by the first interval with the most dependents. The two libraries selected from the interval with the least dependents had the most issues. We recommend developers not using libraries from the interval with the least dependents for public web products. Since all libraries had one or more issues, we also recommend developers choose libraries with care to ensure accessibility, WCAG 2.1 compliance, and follow WAI-ARIA 1.1. This work was limited to six libraries and a few components; there are many more of both. Another limitation was that the testing was limited to a desktop resolution and did not include mobile testing. Also, the work used the free version of Axe, and a paid version could potentially detect more accessibility issues.

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