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Designing UI for color correction and grading tools for the web-based program Accurate VideoAndersson, Frida January 2021 (has links)
Color correction and grading are processes when fixing colors in recorded footage in Post-Production. The process of the two mentioned is a mix of technical adjustments and creativity. Color correction adjusts the colors between the clips/scenes so they match and look as natural or unique as possible. Grading is about the process of enhancing the look of a footage to achieve a certain style, it is of a more creative nature.Today, color correcting and grading are performed using desktop applications. The process means that recorded material is sent to the colorist from the set where it is received and downloaded to the computer where the work is performed. When the processing is considered complete, it is sent back to the recording team. This could be considered time consuming, and this process could be improved by using Accurate Video which is a web based program. Today, there are no features for color correction and grading in Accurate Video. The aim of this study was to design a User Interface (UI) for color correction and grading tools for Accurate Video application that meet the goals and needs of the people in this field of work, i.e. colorists. Based on literature studies including design guidelines, studies of what existing professional editing programs look like and what Accurate Video looks like, as well as interviews with colorists, a prototype was developed.
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Designing Mobile User Experiences for Community EngagementCoffey, Kathleen M. 24 April 2019 (has links)
No description available.
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Små interaktioner, stora resultat : En kvalitativ studie om adekvat återkoppling vid mikrointeraktioner / small interations, big resultIngemarsson, Sofia, Näslund, Nathalie, Tiger, Vera January 2023 (has links)
In recent years, the evolution of interactive technologies has taken a turn where the importance of user experience and satisfaction has become the center of attention. This research explores the relationship between the smallest interactive details in a digital design, and the user experience of it. The thesis focuses on understanding what factors, regarding the micro-interaction’s feedback, that affect the user experience and how these factors can later be used to effectively design micro- interactions. Micro-interactions are defined as small interactive details that respond to user interaction. The feedback of a micro-interaction is what visualizes that response to the user. Little research has been done on the feedback of micro- interactions and therefore this study aims to investigate the feedback’s capacity to influence the user experience of a digital interface. The method of this study is of qualitative character and relies on triangulation where three different types of data were combined to increase the validity of the results. The 22 respondents participating in this study each answered 10 interview questions, 21 survey questions, and were observed while interacting with two different prototypes - one neutral and one with manipulated micro-interactions. The findings indicate that the feedback of micro-interactions strongly influences the user experience of a digital interface. These findings, combined with relevant research of this area, served as the academic foundation on which design factors were produced, and the research question was answered.
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FullyBooked - a mobile application that encourages increased reading amongst young adults through functions that support a more confident choice of litterature / FullyBooked - en mobilapplikation som uppmuntrar till ökat läsande hos unga vuxna genom funktioner som ger ett säkrare val av skönlitteraturJansson, Kajsa January 2023 (has links)
Undersökningar visar att läsandet stadigt minskar bland unga vuxna i Sverige (SCB, 2017). Syftet med denna studie är att undersöka på vilket sätt en app och dess funktioner skulle kunna bidra till att uppmuntra till ökat läsande bland unga vuxna i Sverige. Studien ämnar även att undersöka om applikationen dessutom kan uppmuntra läsare att våga testa nya genrer. Undersökningen tar sin början i en förstudie som lägger grunden för det vidare arbetet. Därefter har studien följt Arvolas (2020) designprocess genom en konceptfas, bearbetningsfas och slutligen en detaljeringsfas. Resultatet är en interaktiv prototyp som fått namnet FullyBooked och kombinerar de klassiska funktionerna från redan befintliga konkurrenter med innovativa lösningar för att skapa ett mer övertygande val av skönlitteratur för användaren av appen. Genom en förstudie som bestod av en enkät och semistrukturerade intervjuer samt två användartester vid olika skeden av prototypens utveckling samlades en mängd intressanta synvinklar och tankar in, till exempel hur deltagarna hittar böcker att läsa eller vilka svårigheter de upplever kring att hitta böcker och vad som får dem att bli övertygade i valet av en bok, som slutligen ledde till utformandet av dessa funktioner. Resultatet blev möjligheten att filtrera sina sökningar på specifika ämnen samt möjligheten att delta i digitala bokklubbar och posta inlägg om böcker i sin egen profil. Användartestet av HiFi-prototypen gav mycket positiva resultat från testpersonerna gällande såväl användarvänlighet som funktionalitet. Jag vill därav dra slutsatsen att applikationen skulle ha potentialen att uppmuntra till ökat läsande. / <p>Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet</p>
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Touch gestures in a medical imaging IT system : A study exploring how to support the design process with tools to achieve a consistency in the use of touch gestures between productsLindholm, Hanna, Pote, Jenny January 2023 (has links)
The lack of existing guides or recommendations to design for touch is the cause of an opportunity to create a more efficient process for people designing a touch-based system. Today the process is highly time consuming and leads to inconsistency between products which impacts the user experience in a negative way. Therefore, the aim of this thesis is to create tools to help UX-designers or developers in the process of constructing touch-based systems with consistency in between platforms. However, challenges arise in consideration of the degree of structure the guide should give to achieve a general yet user friendly experience, specifically in terms of the medical imaging field. To fulfill the aim, the approach of Research through Design is applied throughout the process, with a focus on user testing with the users in healthcare to validate the pairing of touch gestures in a medical imaging system. The conclusion of this thesis includes how to generally use touch gestures in different fields and the process of deciding which functions to assign a gesture to. The knowledge is applied in the result of the thesis work, which is the guidelines and the information cards, that concludes how to support UX-designers and developers in their work with touch gestures.
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What do ADHDers Need? : Working Towards Establishing Guidelines and More Ethical Methods for Designing for and with the NeurodivergentTurner, James January 2023 (has links)
In this paper, I begin the first steps towards developing more ethical methods for designing for users with ADHD by investigating what needs stakeholders have when interacting with technology. Current interaction design projects concerned with ADHD are largely focused on children—ignoring adults with ADHD. Their aims and methods are problematic, potentially harmful, and erase experiences of those with ADHD by excluding them from the design process. These projects treat the ADHD community as a list of symptoms to be fixed by training behaviors—a practice that has been demonstrated to cause harm. Influenced by the Crip Technoscience, Neurodiversity, and Self-Advocacy movements and utilizing participatory/co-design methods I investigate the needs of users with ADHD by engaging with them throughout the process, ultimately leading to the development of preliminary guidelines for designing for ADHD accessibility which are presented in this paper alongside design examples and discussion of possible future work.
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[pt] EFEITOS DO USO DA REALIDADE AUMENTADA SOBRE A EXPERIÊNCIA DO CONSUMIDOR NO VAREJO E A SUA INTENÇÃO DE COMPRA / [en] THE IMPLICATIONS OF USING AUGMENTED REALITY ON THE RETAIL CONSUMER EXPERIENCE AND THE PURCHASE INTENTION ASSOCIATEDANDREA RIBEIRO CARVALHO DE CASTRO 26 May 2020 (has links)
[pt] Este estudo propõe fazer uma análise sobre o impacto da experiência de
Realidade Aumentada (RA) aplicada no varejo online utilizando dispositivo móvel.
Após a revisão de literatura feita sobre este tema, foi elaborado um modelo e foram
formuladas hipóteses que permitissem investigar a relação entre a Experiência de
Realidade Aumentada e a Intenção de Compra, sendo esta relação mediada por
avaliações do consumidor, tais como, Certeza na Escolha, Satisfação do Usuário e
a Emoção Positiva. Para testar o modelo, foi feito uma pesquisa com 201
consumidores. Os dados coletados foram analisados pelo método de modelagem de
equações estruturais (SEM) e confirmaram a maioria das hipóteses formuladas,
apresentando relações significativas dos construtos mediadores que ficam entre a
Experiência de Realidade Aumentada e a Intenção de Compra. Os resultados
indicam a importância da avaliação feita pelo consumidor sobre a Certeza na
Escolha ao utilizar uma Experiência de Realidade Aumentada antes da Intenção de
Compra. É oportuno mencionar que o construto Emoção Positiva também é um
mediador significativo entre a Experiência de Realidade Aumentada e a Intenção
de Compra, porém menos forte que a Certeza na Escolha. Estes resultados sugerem
que os consumidores, após uma Experiência de Realidade Aumentada, são levados
a avaliar os aspectos cognitivos e afetivos antes da decisão pela compra. / [en] The purpose of this study is to analyze the impact of Augmented Reality
(AR) experiences applied to online retails using a mobile device. After reviewing
the literature on this topic, a model was elaborated, and hypotheses were formulated
to investigate the relationship between the AR experience and the purchase
intention. This relationship is mediated by consumer evaluations, such as certainty
in the choice, user satisfaction, and positive emotions. To test the model, a survey
was conducted with 201 consumers. The collected data were analyzed using the
structural equation modeling method and confirmed most of the formulated
hypotheses, presenting significant relationships between the mediating constructs
with the AR experience and with the purchase intention. The results indicate the
importance of the evaluation made by the consumer on the certainty of the choice
when using an AR experience before the purchase intention. It is worth mentioning
that the positive emotion construct is also a significant mediator between the AR
experience and the purchase intention, but less strong than the certainty in the
choice. These results suggest that consumers, after an AR Experience, are led to
assess cognitive and affective aspects before purchase intention.
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Designing for Web Sustainability: The Potential of Nudges and Sustainable Web Design in Reducing the Environmental Footprint of Communication Platforms : Development and evaluation of a fictional communication platform with a sustainability-focused approachThiess, Anne, Andersson, Joella January 2023 (has links)
Digital communication through communication platforms has increased and changed significantly during the last decade and recently not least because of the corona pandemic, which has shifted many face-to-face activities to the internet (Obringer R. , et al., 2021). This paper firstly contains a quantitative survey study that investigates human behaviour and their experience on digital communication platforms with a focus on media transfer of photos and videos. Afterwards, the data sizes of various media after transfers through diverse communication platforms are explored in an experiment. This is followed by the development of a prototype in which sustainable design is implemented and aim to nudge the user to more sustainable-friendly digital behaviour relating data transfers of media and the settings of a communication platform. Finally, the prototype undergoes usability testing through which the user experience and positive environmental impact is evaluated. The findings reveal that the implementation of sustainability-focused nudges, features and design within a communication platform can lead users to more sustainable decisions in one or more areas of the platform and thus improve its environmental footprint.
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Lokala plattformar i en global värld : En kvalitativ studie om upplevd trovärdighet på delningsplattformar / Local platforms in a global world : A qualitative study on perceived trust towards sharing platformsÅrebrand Lindkvist, Leo, Miiro, Gabriel January 2023 (has links)
Through digital sharing platforms users can rent, exchange, rideshare and sell items without having to go to a physical marketplace. Although these sharing platforms have global reach, they don’t provide services in smaller cities, towns, and villages. Umigo is a project that seeks to promote local sharing economies through a digital platform builder and host, making digital sharing platforms more available. Using the website individuals can sell, rent, share and buy items and services. Dela Höga Kusten is a platform on Umigo which hosts multiple companies operating in the local region. Through Dela Höga Kusten individuals can contact and rent services and goods from local companies using a digital interface. The user experience (UX) of a digital sharing platform plays an important role in shaping the users’ perceived usability of the service. This study aims to explore the relationship between UX and perceived trust on local sharing platforms. Utilizing think aloud tests and interviews with five participants who interacted with the platform Dela Höga Kusten, a qualitative research approach was adopted. The findings were analyzed and compared with previous research and literature within the field of UX. The results support previous research, showing that visual design plays an important role in enhancing the user experience and building user trust towards a service. The research highlights the importance of integrating UX design principles to cultivate a pleasant user experience and foster trust. Prioritizing the user experience can help build user trust and loyalty, making local sharing economies more accessible through digital sharing platforms.
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TELEHEALTH BEYOND DISPARITIES & DIVIDES : Rural care practitioners’ adoption of telehealth: a case studyCheema, Shazada, Robertsson, Emelie January 2023 (has links)
Telehealth in rural and underserved areas are increasing rapidly due to centralization and cutbacks in healthcare. Since many telehealth studies has a patient-centered focus or organizational perspectives, we find a gap in research regarding practitioners' view in the unique contexts of rural areas. The question we seek to answer is how rural care providers experience telehealth solutions and what factors influence the adoption of its use. A mixed method case study with an interpretative approach is employed, examining a sample of rural cottage hospitals and their healthcare personnel in Northern Sweden. Data is collected through interviews, observations, and an online survey. Our thematic analysis reveals crucial connections between urban and rural settings causing sociocultural barriers. Education and tailored telehealth solutions considering the uniqueness of rural areas are thus recommended. Flaws in routines and interface design also contribute to the lack of interaction, thus the importance of user-centeredness with consideration of the urban-rural-divide and digital literacy disparities is highlighted. By offering insights into the practitioners' perceived experiences and the challenges they face, this study contributes to a more comprehensive understanding of telehealth implementation and utilization in rural areas and provides insights for improving user experience and adoption.
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