• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 239
  • 216
  • 21
  • 13
  • 7
  • 4
  • 2
  • 2
  • 2
  • 1
  • Tagged with
  • 526
  • 284
  • 266
  • 244
  • 201
  • 187
  • 150
  • 143
  • 119
  • 102
  • 98
  • 96
  • 90
  • 90
  • 84
  • 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.
201

Creando el futuro para el Metaverso

Mats, Carlos 24 February 2022 (has links)
Realizado por Carlos Matss: Artista, diseñador, emprendedor tecnológico y orador. Fundador y CEO de Xchematic & IKA Platform, startup de Inteligencia Artificial. Cineasta galardonado | Emprendedor | Director | Escritor | Diseñador | Fotógrafo | Productor de Eventos | Nómada digital | Buzo https://carlosmats.com/ ; https://xchematic.com/ https://ikaplatform.ai/ Aspectos destacados de 18 años de carrera internacional creativa y tecnológica: • Cine en Hollywood, con el cortometraje “Vaenquish”; producido en Ámsterdam, estrenado en la Escuela de Cine de Los Ángeles y proyectado en todo el mundo. Ganador de los premios a la mejor fotografía y a la mejor edición https://vaenquish.com/ • Orador invitado en Google y la Universidad de Texas, con las conferencias “The Metaverse” y “Raised by The Internet” • Art Expo en Austin, con la exposición interactiva individual titulada “FLASH FORWARD”, mostrando trabajos en todo el mundo en el Austin Motion Media Arts Center. • Realidad Virtual en Europa, con la aplicación móvil “Honduras VR” en la Bienal Iberoamericana de Diseño de Madrid, The Fringe Festival en Edimburgo, y una instalación permanente en el Museo MIN (Museo para la Identidad Nacional) en Tegucigalpa . • Producción de eventos con las sesiones BOOST con Google y la Embajada de Estados Unidos; conferencias gratuitas en Tecnología y Emprendimiento para todos. / Creando el futuro de AI, AR, VR y UX para el Metaverso
202

WECALC : The Design for Understanding Short and Long Term Value of  Laundry Appliances Before Purchase Decision

Momayezan, Morvarid January 2022 (has links)
This project focuses on the design of interfaces that promote sustainable purchases of laundry appliances (washing machines, and dryers) in Scandinavian countries through raising the consumer’s knowledge about the short and long-term value of sustainable products. The research part is accomplished in collaboration with IKEA and three other master students with business and design backgrounds. The project part started with interviewing house owners in Scandinavia who have  laundry appliances in their house to find out the factors affecting their decision while purchasing laundry appliances. The solution was developed by understanding house owners' laundry habits. The idea is done by applying UX design principles to bring the knowledge and information for the user while purchasing laundry appliances through an online platform.
203

E-livsmedelsbutikers tillgänglighet under en pandemi : En fallstudie utifrån äldre användares upplevelser och behov / E-grocery accessibility during a pandemic : A case study based on older users´ experiences and needs

Ingemarsson, Josefine, Odqvist, Cassandra January 2021 (has links)
Due to the global pandemic Covid-19, a large part of the physical trade has now been moved online. One industry that experienced a massive rise in sales during 2020 was e-grocery. The at-risk group that has increased their e-grocery shopping the most is people over the age of 65, and studies show that in Sweden, one-tenth of all pensioners have tried grocery shopping online for the first time during the pandemic (Internetstiftelsen, 2020). However, despite a jump in the older population's use of e-grocery websites, they are still largely underrepresented. This can partially be attributed to physical and cognitive limitations as a result of aging. This study intended to evaluate popular Swedish e-grocery websites to determine the level of adherence to established guidelines compiled by the World Wide Web Consortium (W3C) to promote web accessibility for older users. Our results show that all websites struggled to conform to several of the guidelines and success criteria included in WCAG 2.1. Furthermore, we studied older users' experiences and needs in regards to e-grocery websites through a web survey. The results of our data collection indicate that many of the barriers reported by older users today are not covered in the current version of WCAG.
204

Varför använder kvinnor Instagram och hur upplever de det anpassade innehållet : En kvalitativ studie om användarupplevelse på Instagram / Why women use Instagram and how they experience the custom content : A qualitative study on user expe-rience on Instagram

Guldmyr, Kristina, Byman, Olivia January 2019 (has links)
The purpose of this thesis is to gain knowledge about why young women in Sweden use Instagram, and how they feel when Instagram presents categories based on their interests and interactions. The thesis is based on previous research about the purpose of use, the behavior of algorithms, the adjustment of categories by relevance and the user experience. When combining previous research and the results gathered from several interviews with women between 18 - 30 years old who use Instagram, greater knowledge about the subject can be developed. The interviews gathered information about the interviewees' purpose of use and the user experience of Instagram's relevance adjusted categories. The results showed that women use Instagram to keep themselves updated about friends and family, get motivated in different sports activities and to compare themselves with other users. Although the content of the categories doesn’t always match the users’ desired content, the experience is generally positive. The possibilities with the function outweigh the concerned feelings that many of the users experienced with the categories.
205

En analys av hur Statistiska Centralbyrån arbetar för att begripliggöra och förenkla statistik riktad till allmänheten på webbplatsen scb.se / An analysis of how Statistics Sweden works to simplify and make statistics, addressed to the public, understandable at the website scb.se

Henriksson, Sara, Bergdahl, Simon January 2020 (has links)
One of many challenges in information architecture is to simplify information and make it understandable. In order to make sense of abstract data such as statistical information and to reach out to many, there are several methods and digital tools to be used to visualize the statistics. This thesis has been studying how Statistics Sweden is working to make their information reach the public. Focusing on usability, based on UX design principles, a quantitative case study was conducted with two data collection methods applied: semi-structured interview and web page analysis. The result of the study shows that Statistics Sweden is consistently working to make information accessible to the public and to present statistical information in relation to the design principles. However, there are areas which can be improved including variation in how the statistics are presented and that they to a greater extent can use digital tools to visualize the statistics in a more interesting way.
206

Små skärmar, stor betydelse? : En studie i hur svenska SEO-företag arbetar med sökmotoroptimering i en mobil kontext / Small screens, big difference? : A study of how Swedish SEO-companies work with search engine optimization in a mobile context.

Andersson, Isak January 2019 (has links)
In the summer of 2015, Google revealed that the number of searches conducted through mobile phones, for the first time had exceeded the number of searches conducted via computers. Last year (2018) Google announced that they had begun to both index and rank websites according to the principle of mobile-first. This means that Google now considers the mobile phone, rather than the computer, as the primary device. The aim of this bachelor thesis is to examine what consequences this paradigm shift has for the process of search engine optimizing a website  through the lens of, in this case Swedish, SEO companies. A qualitative approach, using semi-structured interviews was applied with the purpose of gathering insights from the SEO companies on the subject. The findings of this study identify mobile-friendliness as a vital part of the SEO-process, in order to achieve high ranking in search results. Further findings also suggests that core principles of SEO are more likely to clash with core principles of UX-design in a mobile-first context, than when desktop reigned supreme.
207

Användarupplevelse på en e-handelswebbplats : En studie om användarupplevelse med utgångspunkt på findability / User experience on an e-commerce website : A study of user experience based on findability

Björnhager, Noomie, Ismail, Samira Mahmoud January 2020 (has links)
The purpose of this study is to examine what factors affect user experience regarding findability and information architecture on e-commerce websites by using svenskahem.se as a pilot-website. The research methodology consists of both quantitative respectively qualitative methods, such as surveys and usability testing. In order to determine the effect on user experience, the paper will discuss two information architecture principles such as organization system and labeling system. A correlation has been observed between findability and the users' understanding of the organization, respectively labeling system of the website. This study is focusing on the homepage and the product pages of svenskahem.se. The study shows that the user experience overall has been good, though the product pages need improvement.
208

”Jag känner mig manipulerad och övertalad” : En kvalitativ studie av etiska perspektiv på persuasive design och dark patterns / ”I feel manipulated and forced” : A qualitative study of ethical perspectives and dark patterns

Alfredsson, Olivia, Majqvist, Karin January 2021 (has links)
Persuasive design and dark patterns are types of design that aims to change the attitudes and behaviors of users. This study addresses where and how persuasive design and dark patterns are integrated into a selection of two websites, and what users of a website feel about the design underlying purposes. Persuasive design is an area with a design practice where the focus is on influencing the user's behavior through a product or service's characteristics. A dark pattern is an interface designed to trick users into performing actions in applications that they are not meant to perform. The purpose of the study is to map typical UX-related persuasive designs and dark patterns on a selection of websites using Gray’s definition of dark patterns and Ethical principles from Association for Computing Machinery, then analyze five users and their ethical stance. The results of the interviews and observations show that users are not aware that a persuasive design and dark patterns elements exist on a website. The dark patterns influence the users to perform a behavior in a certain direction. The results of the theory based analysis have resulted in Gray’s dark patterns and Ethical principles from Association for Computing Machinery features that on websites allow users to be influenced by a persuasive design and/or dark patterns. In summary, it can be concluded that the participants in the study agree that a design involving dark patterns is considered unethical.
209

Designing for smartphone AR games

Mossum, Veronika January 2018 (has links)
Efter en tillfällig intresseminskning åren efter 2012, har AR nu nått en stadig takt av ökat intresse. Med smartphones som en ny plattform för AR applikationer, förflyttas forskningen till ett bredare fält och når en större användargrupp. Syftet med denna undersökningen är att bidra med kunskap i detta snabbväxande område, med fokus på interaktionsdesign för AR applikationer. Hur ser design strategierna ut i AR spel och om det finns några riktlinjer, hur används dem? En tvådelad innehållsanalys har genomförts som en del av denna uppsats. Första delen använder sig av ett kodsystem för att undersöka vilka av 16 utvalda designkategorier som finns i de testade spelen. 80 spel har analyserats, både på Android och iPhone. Den andra delen av innehållsanalysen är en djupanalys av tre spel med syfte att nå djupare kunskap. Pokemon GO, Stack it och Stack testades i denna delen och analyserades utifrån interaktionsdesignteorier. Denna uppsats har kommit till slutsatserna att likheter mellan de valda designstrategierna går att finna bland de testade spelen, småskaliga spel som använder SLAM har funnits vara det vanligaste och pekskärmen är det huvudsakliga interaktionssättet. De använda interaktionsdesignsteorierna som använts i andra testdelen har funnits vara användbara för att analysera mobila AR spel. / After a decline short after 2012, AR applications have now reached a steady pace of increasing interest. With smartphones as the new main platform for AR, the research moves in to a broader field and reaches a bigger user group. The aim for this thesis is to contribute knowledge in this fast-developing field. The focus is on the interaction design for AR applications. How does the design strategies look in AR games and if there are any guidelines, how are they used? Two parts of a content analysis has been performed in this thesis. The first part uses a code scheme to test which of 16 selected design categories are present in the tested games. 80 games were analyzed. The second part of the content analysis was a in depth content analysis of three games to get a deeper knowledge. Pokémon GO, Stack it and Stack were tested in this part and analyzed with the help of interaction design theories. The conclusion is that similarities can be seen in the design strategies, small scale games using SLAM are the most common and the touchscreen are the main interaction. The used interaction design theories are useful for analyzing AR games.
210

Usability and Trust in E-health applications

Mårtensson, Jessica, Nilsson, Cajsa January 2019 (has links)
Tekniken är en stor del av dagens samhälle. Allt fler tjänster och saker blir digitaliserade, nu även sjukvården. Denna avhandling kommer att introducera dig till e-hälsa och hur digitaliseringen av sjukvården påverkar relationen mellan doktor och patient samt vilka förtroendeproblem som kan uppstå.E-hälsopplikationerna behöver vara användarvänliga och enkla att använda för patienterna. Patienterna behöver känna sig trygga och säkra. För att undersöka användarupplevelsen i de olika kanalerna jämförde vi de två olika flödena: personligt möte med videosamtal.Det finns många olika leverantörer av e-hälsoapplikationer i Sverige, Kry och Min Doktor är två av de mest populära. Digitaliseringen av sjukvården påverkar inte bara patienterna utan läkarna är lika involverade. För att få en läkares åsikt ställde vi ett par frågor till läkare om bedömning av patienter via videosamtal. Ett frågeformulär gjordes för att samla in information om patienternas förhållande, användning och erfarenhet av e-hälsoapplikationer.Frågeformuläret visade att det finns delade åsikter om e-hälsoapplikationerna. Vissa patienter tror att e-hälsapplikationerna kommer att gynna samhället och kan själva tänka sig att använda en e-hälsoapplikation för mindre åkommor. Andra patienter är starkt emot e-hälsa och de flesta av dem instämmer i att det är ett slöseri med skattepengar. En annan vanlig orsak emot e-hälsa är att patienter tycker att deras åkommor är för komplexa eller att de inte litar på att läkaren ger dem korrekt vård genom en applikation. / Technology is a big part of today's society. At this time more things and services become digitized, now even healthcare. This thesis will introduce you to e-health and how to digitize healthcare will affect the doctor-patient relationship and the trust issue that may occur. E-Health applications need to be user-friendly and easy to use. The user needs to feel comfortable and safe. To investigate the cross-channel user experience we compared the two different flows: in-person appointment and video conference. There are many different providers for e-health applications in Sweden, most popular are Kry and Min Doktor. This digitizing not only affects the patients, but the doctors are also equally involved. We questioned doctors about their approach towards assistance through an application. A questionnaire was done to gather information about the patient's relationship and usage of e-health applications. The questionnaire showed that there are some divided opinions regarding e-health applications. Some patients think that e-health applications will benefit society and may use an e-health application for minor complaints. Other patients are strongly against e-health, and most of them agree that it is a waste of tax money. Another common reason against e-health is that patients think that their complaints are too complex or that they do not trust the doctor to provide them the accurate assistance through an application.

Page generated in 0.0216 seconds