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Behind the Chatbot : Investigate the Design Process of Commercial Conversational ExperienceWang, Linxi January 2019 (has links)
The messaging-based conversational interfaces, commonly called Chatbots, have seen massive growth lately. With the proliferation of Chatbots, there is a growing demand for a better understanding of the design practices behind conversational user experience. This thesis looked into the design process of a Chatbot-based project built on the RCS business messaging platform, and the workflow was investigated through contextual inquiry and critical incident interview techniques. The challenges experienced by practitioners from different disciplines are detailed, with a focus on their respective work tasks and practices. / De meddelandebaserade konversationsgränssnitten, vanligtvis kallade Chatbots, har sett en enorm tillväxt den senaste tiden. Med spridningen av Chatbots finns det en växande efterfrågan på en bättre förståelse för designmetoderna bakom konversationsanvändarupplevelse. Denna avhandling tittade på designprocessen för ett Chatbot-baserat projekt byggt på RCS-affärsmeddelandeplattformen, och arbetsflödet undersöktes genom kontextuell undersökning och tekniker för intervjuad kritisk incident. Utmaningarna som utövarna från olika discipliner upplever är detaljerade med fokus på sina respektive arbetsuppgifter och arbetsmetoder.
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Investigating teacher-student interaction problem using video conferencing tools and its’ effect on Students’ motivation in online education : A prototype for showing solutionOsatian, Peyman, Azimi, Mahsa January 2023 (has links)
The worldwide crisis, Covid-19 had a tremendous influence on education system. Many higher education systems forced to change into emergency online education while challenges and problems facing in online learning process affected not only students’ population but also lots of teachers. Video conferencing tools as a technology which help users to have virtual meetings need to be effective and user friendly to provide the learning process with the same quality as face-to-face education. The goal of this study is researching about one of the important problems in online learning process which is teachers-students interaction. The primary goal of this research is to find the pain points in students-teachers interaction and students’ motivation and our secondary goal is investigating the effects of this interaction on students’ motivation and providing a solution in video conferencing tools to solve this issue using a prototype. We are using mixed methodology which is including both quantitative and qualitative methodology. Collected data from existing studies and literature review, surveys, and interview are methods which are used. Based on our research questions and the methodology for collecting data the following are studied: 1. The pain points and challenges regarding teachers’ interaction and students’ motivation in online learning 2. The effects of students-teachers interaction in students’ motivation 3. The features in video conferencing tools which can improve this interaction. All the findings present in a prototype using Figma with the goal of improving user experience of video conferencing tools for online learning purpose and solve existing problems. This prototype presented to students and teachers to get their feedbacks through an interview. With the importance of online learning in the future education, more research is needed to explore other aspects which has effect on students’ motivation and presenting other solution or features or using another research methods will bring more value to this subject.
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Memorability: How different design choices effect the user ́s effectivity regarding their memorability / Memorabilitet: Hur olika designval påverkar en användares effektivitet när det kommer till memorabilitetSöderberg, Ella January 2023 (has links)
This thesis investigates if a memorability-influenced design could improve the effectivity of a user when navigating through a pharmacy webshop. This was measured by calculating the error ratio, completion time, and number of clicks when solving a task. To arrive at a definitive conclusion within the context of this thesis, one prototype with a memorability-influenced design was created, and another prototype with a design influenced by an already existing pharmacy webshop. The design that incorporated memorability was informed by an exploration of mental models and other design attributes aimed at augmenting memorability. These prototypes underwent evaluation through an A/B testing methodology. A total of ten participants, equally divided into two groups of five, were involved in this A/B test. All participants were adults aged over 18, possessing prior experience in procuring products and prescriptions from a physical pharmacy store. The results after analyzing the data from the A/B testing shows no significant difference between the prototypes when it comes to effectivity, which leaves the result inconclusive. Hence the appliance of memorability-influenced design traits did not lead to any difference in the A/B test. Even though this study could not find any correlation between memorability enhanced design and user’s effectivity, we found other aspects of the result that were interesting and helpful when it comes to user experience. From the survey that each person took after finishing the A/B test, it was discovered that prototype A, the one with memorability design traits, was experienced more positively than the other prototype without the amplified memorability design traits. The users described prototype A as easy and smooth while prototype B was described as cluttered and confusing. The results from the survey conclude that prototype A, which was designed with memorability design traits, enhanced the user experience in a positive way. / Detta examensarbete undersökte hur memorabilititets influerad design kan förbättra en användares effektivitet när denna navigerar sig genom ett gränssnitt för apotekweb- shoppar. Detta undersöktes genom att beräkna error ratio, sluttid och antal klick för att lösa en uppgift. För att komma fram till en definitiv slutsats inom ramen för detta examensarbete, skapades en prototyp med memorabilitets influerad design samt en prototyp med en design influerad från ett redan existerande gränssnitt för en apotekwebbshop. Prototy- pen som influerades av memorabilitet skapades genom att utforska mentala modeller och andra designattribut som kan öka memorabiliteten. Dessa prototyper utvärderades genom en A/B testning metod. Totalt deltog 10 stycken deltagare i A/B testningen. Dessa delades upp i två grupper om 5 deltagare per grupp. Varje grupp fick testa en varsin prototyp. Alla deltagare var över 18 år gamla och hade tidigare erfarenhet gällande att handla produkter och recept från ett fysiskt apotek. Efter att ha analyserat datan från A/B testningen visar resultaten på att det inte finns en signifikant skillnad mellan prototyperna när det kommer till effektivitet. Till- lämpningen av memorabilitets influerad designattribut härledde inte till några skillna- der mellan prototyperna i denna A/B testning. Även fast denna studie inte kunna hitta någon korrelation mellan memorabilitets influerad design och en användares effektivitet, hittades andra aspekter av resultatet som var intressanta och användbara när det kommer till användarupplevelsen. Från enkäten som varje person deltog i efter att ha genomfört A/B testningen, upptäcktes det att prototypen som designats med memorabilitets attribut (prototypn A) upplev- des mer positivt än den andra prototypen (prototyp B) utan memorabilitets attribut. Deltagarna beskrev prototyp A som enkel och smidig med prototyp B beskrevs som rö- rig och förvirrande. Resultatet från enkäten sammanfattar att prototyp A, prototypen med memorabilitets attribut, förbättrade användarupplevelsen på ett positivt sätt.
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AI - en samarbetspartner eller rival : En kvalitativ studie om vad som påverkar UX-designers inställning till och användning av AI. / AI - a partner or a rival : A qualitative study on what influences UX designers' attitudes towards and use of AI.Victorin, Fanny, Hellman, Elsa January 2024 (has links)
Under de senaste åren har artificiell intelligens (AI) blivit ett välkänt och etablerat begrepp i samhället och det har förändrat sättet som människor interagerar med teknik på. Användarna ställer allt högre krav på dagens UX-designers och designprocessen är tidskrävande. För att underlätta och effektivisera arbetet har fler och fler designers fått upp ögonen för hur AI kan vara en användbar designassistent. För UX-designern skapar AI möjligheten att automatisera repetitiva och tidskrävande uppgifter så att man istället kan fokusera på designutmaningarna. Trots en omställning mot en mer AI-involverande IT-bransch samt de många möjligheterna och förväntade fördelarna med att involvera AI i UX-designprocessen finns det UX-designers som inte använder AI. De riskerar att snart räknas som föråldrade och oattraktiva på arbetsmarknaden. Med ett syfte att undersöka UX-designers inställning till AI och vad som avgör om de använder AI i arbetet eller inte utformades en kvalitativ undersökning. Sju yrkesverksamma UX-designers intervjuades kring frågor och teman inspirerade av ramverket Unified Theory of Acceptance and Use of Technology (UTAUT). Resultatet analyserades därefter tematiskt. Resultatet visade att de flesta av deltagarna använde ChatGPT i jobbet och var positiva till AI. De trodde eller visste att AI hade potentialen att effektivisera deras jobb. Det fanns dock bekymmer kring kvaliteten på AI-genererat material, datasäkerhet och AI:s eventuella fördomar. Det fanns också en oro kring den okontrollerade utvecklingen av AI. De UTAUT-teman som verkade påverka deltagarnas användning av AI mest var förväntad prestanda, underlättande förhållanden och social påverkan, och dessa resultat gick delvis i linje med tidigare undersökningar. Tidsbrist samt brist på intresse, inspiration från designkollegor och kunskap om hur AI-verktyg appliceras i UX-designprocessen var tydliga mönster. Trots detta svarade alla deltagare att de troligen skulle använda AI inom de kommande månaderna. De flesta av deltagarna var inte oroliga för att AI skulle ta över UX-designrollen, men menade samtidigt att man måste lära sig att använda AI för att fortsätta vara relevant i framtiden som UX-designer. / During the last few years, artificial intelligence (AI) has become a well-known and established concept in society, changing the way people interact with technology. Today’s UX designers face increasing demands and expectations from users and the design process is time-consuming. To facilitate and make the designer's work more efficient, more and more designers have shown increased interest in how AI can be a useful design assistant. For UX designers AI creates an opportunity to make some repetitive and time-consuming tasks automated, allowing them to focus on design challenges instead. Despite a more AI-involved IT industry and the many opportunities and expected benefits of involving AI in the UX design process, there are UX designers who do not use AI. They risk being considered outdated and unattractive on the job market soon. This study aims to examine UX designers’ attitudes towards AI and what determines whether they use AI in their work or not by conducting a qualitative study. Seven professional UX designers were interviewed on questions and themes inspired by the framework Unified Theory of Acceptance and Use of Technology (UTAUT). The results were then analyzed thematically. The results showed that most of the participants used ChatGPT in their work and were positive about AI. They believed or knew that AI had the potential to make their job tasks more efficient. However, there were concerns about the quality of AI generated material, data security and potential biases of AI. There was also concern about the uncontrolled development of AI. The UTAUT themes that seemed to influence participants' user behavior towards AI the most were Expected Performance, Facilitating Conditions, and Social Influence. These results partly aligned with previous research. The lack of time, interest, inspiration from design colleagues and knowledge about how to implement AI tools in the UX design process were the most prominent patterns. Nevertheless, all participants stated that they would likely use AI in the coming months. Most participants were not worried that AI would take over the role of UX designers, but they argued that you have to learn to use AI to remain relevant in the future as a UX designer.
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Enhancing the User Experience in Internal Systems : A case study investigating design considerations for Administration Portals when UX resources are limitedDrahosch, Sandra January 2024 (has links)
UX resources are often allocated to customer-facing products and services rather than internal systems within organizations. However, the lack of good user experience (UX) of internal systems, particularly administration portals, could impact efficiency, satisfaction and productivity of the employees. Despite this importance these systems may not get the same level of attention and investment in UX design along with organizations' lack of understanding human-machine interaction. Therefore this study investigates which design aspects organizations without UX resources should consider when implementing the UX design in their administration portals. To explore this a review of existing literature was made along with a pre-study to collect opinions from the users. By that a prototype was created followed by an iterative design process. The prototype went through three iterations as each iteration consisted of 1) interview and observation, 2) ideation, 3) prototyping, and 4) testing. Each iteration had five users that performed a task and the possibility to explore on their own. Followed by a semi-structured interview with questions based on the seven stages of action model, also including open questions and likert scale questions. The study’s results align with previous studies regarding that implementing design principles will improve the user experience and balancing functionality with visual presentation is enhancing for user-friendly visualizations. The most important findings concluded in using visual hierarchy, transparent error handling, customizable interface, layered information and signaling what will happen when interacting with an element. However, the conclusion conveys that the findings may differ in other contexts and with different participants or an increased amount, as it is also suggested as future work.
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Using the S-o-r Model to Understand the Impact of Website Attributes on the Online Shopping ExperienceZimmerman, Jonelle 08 1900 (has links)
Using Mehrabian and Russell’s (1974) stimulus (S) - organism (O) - response (R) model, this study developed online shopping experience framework that explains consumer behavioral responses toward online and offline stores. The results of the examined hypothesized relationships in this study reveal website attributes that create positive affective and attitudinal states and behavioral responses toward the retailers and retailers’ websites. Among website attributes, interface design is the strongest predictor of all behavioral responses, while website attributes relating to shopping services and security/privacy affect long term behavioral responses, such as purchase intention and brand loyalty. This study is imperative to practitioners and researchers, as they will help further develop online store environments and online shopping experience.
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Visualisering av ägande i startupföretagGhrabeti, Dana January 2018 (has links)
Capitalization table (cap table) is a public ledger that tracks the equity ownership of a company’s shareholders. For start-up and non-public companies this information is usually stored in a spreadsheet but even after just a couple of investment rounds the cap table can become highly complex. A factor that further increases the complexity is the need for entrepreneurs and investors to use the data for analysis and calculations for future decision making. The purpose of the thesis has been to create a design hypotheses of a usable graphical user interface that allows shareholders to more clearly understand the ownership situation of the company and future scenario. To answer the research question a user-centered design approach along with a case study was applied. The case study was chosen and performed on a start-up that already offers a web service for better management of corporation documents so that real users could be part of the design process and so that their needs could be analysed. After three iterations, an end result (implemented in AngularJS and TypeScript) was obtained, which can be split into two equal parts. Firstly, a view containing a timeline of the company and its current ownership. The view can also be used to get a snapshot of the company’s ownership in a specific point in time and to simulate how future investment rounds could dilute the current shareholder’s ownership. Secondly, a view where users can simulate future exit scenarios and how much each shareholder will earn in an exit.
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Från fixed till responsiv : Responsiv design av en statisk webbplats / From fixed to responsive : Responsive design of a static websiteAndersson, Viktor January 2015 (has links)
Den här rapporten förklarar tillvägagångssättet för framtagningen utav en responsiv design till webbplatsen Projects & Staff, en webbplats som tidigare hade en fixed design. Projektet består utav två leveranser, hi-fi prototyper skapade i Adobe Illustrator och Adobe Photoshop samt en färdig mobilversion utav webbplatsen, utvecklad med CSS3. Under projektets gång har jag designat för användarupplevelse och användbarhet, två områden som är viktiga inom responsiv webbdesign. Jag har utfört en förstudie i form av en webbplatsanalys, gjort en PACT-analys samt användarintervjuer. Detta för att definiera behoven som fanns för en responsiv design, samt att få en tydlig bild av användare och deras vanor. Målet med projektet har varit en responsiv webbdesign som representeras väl på olika enheter, speciellt smartphone, ett mål som jag lyckats bra med att uppnå. / This report explains the approach for the making of a responsive design to the website Projects & Staff, a website that previously had a fixed design. The project consists of two parts, hi-fi prototypes created in Adobe Illustrator and Adobe Photoshop as well as a complete mobile version of the website, created with CSS3. During the project I have designed for user experience and usability, two areas that are important to responsive web design. I have conducted a feasibility study in the form of a website analysis, made a PACT analysis and user interviews. This to define the needs that existed for a responsive design, and to get a clear picture of the users and their habits. The goal has been a responsive web design represented well on different devices, especially smartphones, a goal that I have done well with achieving.
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Aplikace systémové teorie na proces vývoje webu / Application of system theory on webdesign processPařízek, Jan January 2016 (has links)
This diploma thesis applies the principles of systemic thinking to the current web design process. It focuses on dealing with the issues related to conflicts and diversity of opinions among individual members of the team working on web design. In the theoretical part, this thesis deals with topic areas and activities relevant for modern approach to web design and the overall role of the user during the design process. In the practical part, the team responsible for web design is viewed as a soft complex system, to which Checklands soft system methodology is applied as a problem-solving tool.
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La adaptación del diseño UX de los e-commerce a los consumidores limeños de 50 a 60 años / The adaptation of the UX design of e-commerce to consumers in Lima from 50 to 60 years oldEscobar Estrada, César Alberto 07 July 2020 (has links)
La investigación se plantea como objetivo principal analizar la adaptación del diseño UX de los e-commerce en los consumidores limeños de 50 a 60 años, a la cual se formuló la hipótesis de que este no se adapta al público objetivo. Para ello, se tomó como muestra a 40 adultos que se encontraban dentro del rango de edad establecido para realizar una encuesta, una simulación de compra y una entrevista que ayudaron a obtener datos sobre sus costumbres de navegación y experiencia con compras virtuales. Asimismo, se añadió una evaluación heurística realizada por un profesional en UI y UX para calificar el entorno web de los e-commerce. Entre los principales resultados se obtuvo datos referentes a la frecuencia, tiempo y dispositivo que utilizan para conectarse a Internet junto a los e-commerce que utilizan para comprar. Además, se identificó que realizar un proceso de compra de dos productos tomó un promedio de dieciséis minutos a los participantes sin experiencia, mientras que los otros demoraron siete minutos. Por último, se obtuvo que solo uno de cuatro supermercados cumplían con los parámetros de usabilidad. Podemos concluir entonces que los e-commerce limeños no se adaptan al rango etario de 50 a 60 años, ya que presentan una gran dificultad de navegación por estos sitios web. Además, las tiendas virtuales de supermercados sí se crearon utilizando las metodologías UX, pero se encuentran orientadas a un público joven. / The research has as main objective to analyze the adaptation of the UX design of an e-commerce in Lima consumers from 50 to 60 years, which was hypothesized that the UX design of Lima e-commerce does not adapt to this target audience. For this, it is shown as a sample of 40 adults who are within the age range established to carry out a survey, a purchase simulation and an interview that helps to obtain data on their browsing habits and experiences with virtual purchases. Likewise, a heuristic evaluation carried out by a professional in UI and UX was specified to rate the e-commerce web environment. Among the main results are data regarding the frequency, time and device they use for navigating on Internet, along with the e-commerce they use to buy. In addition, it was obtained that the users got the purchase process of two products in an average of sixteen minutes for inexperienced participants, while the others took seven minutes. Finally, it is obtained that only one of the supermarkets fulfilled with the usability parameters. We can conclude then that e-commerce in Lima does not adapt to the age range of 50 to 60 years, because it represents a great difficulty for adults to navigate these websites. In addition, virtual supermarkets are created using UX methodologies, but are designed targeting a young audience. / Trabajo de investigación
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