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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.
31

Engaging gameplay for audio games

Falk, Rickard January 2020 (has links)
This thesis presents an investigation of how to design engaging audio games. This was done by creating two prototypes. The first prototype was a rhythm based fighting game. As it was being developed it became clear that it did not differentiate itself enough from a large amount of already existing audio games. The second prototype was a first person shooter/adventure game utilizing 3D audio. The second prototype was evaluated by observing users playing the prototype and having them answer two questionnaires followed by an interview. Using spatial audio opens up a lot of possibilities. First person navigation using spatial audio is clearly possible, although how to implement it with a high degree of playability is in need of further study. When designing a first person audio game it is important to keep in mind that navigating, aiming etc. is more difficult than in video games. A slower pace seems suitable to this type of game. A lot of time and effort has to be put into the details when designing the gameplay of an audio game. Seemingly inconsequential things can be detrimental to the player’s enjoyment. Focus should be on perfecting the fundamental actions and challenges. / <p>Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet</p>
32

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.
33

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.
34

En användarvänlig vårdapplikation : En studie i hur man kan utforma ett användarvänligt gränssnitt till äldre användare

Larsson, Martin January 2023 (has links)
Det här arbetet handlar om hur man kan utveckla ett digitalt gränssnitt i en vårdapplikation till Region Sörmland, med utgångspunkt från en befintlig vårdapplikation som används av Region Örebro län. Meningen är att designa om gränssnittet så att det är anpassat efter en äldre målgrupp mellan 65–75 år. Designen ska vara användarvänlig, och se till att navigation och information presenteras på ett sådant vis att det sker med en låg kognitiv belastning, och att man ska kunna vara en ny användare med lägre digital förmåga, och ändå kunna förstå hur man enkelt kan nå fram till sitt mål. I den här rapporten testat det hur man kan boka ett vårdbesök digitalt, och hur man kan följa upp vad man har för recept sedan tidigare, och se vad man har för bokade vårdbesök. För att undersöka detta så har olika metoder använts, såsom: litteraturstudie, marknadsanalys, heuristisk analys, behovsanalys, användbarhetstester, SUS-enkät, skisser, wireframe och prototypande. Meningen med att använda dessa olika metoder var att kunna få fram en stadig grund att stå på, genom de olika analyserna och efterforskningen i början av projektet. För att sedan kunna testa prototypen mot användarna, och utvärdera detta med hjälp av affinitetsdiagram och SUS-enkät. Meningen var att kunna se om de förändringar i Region Örebro läns gränssnitt kunde leda till en förbättrad användbarhet för användarna. Med resultatet från användbarhetstesterna, och SUS-enkäten framkommer det att de förändringar som har skett i gränssnittet från Region Örebro läns vårdapplikation, till mid-fi prototypen, och slutligen hi-fi prototypen så kan man se att den upplevda användbarheten har ökat, och att användarna både förstår gränssnittet bättre och att de uppfattar informationen bättre, än vad de gjorde från början. Genom att designa ett gränssnitt med hjälp av olika teorier om kognition, semiotik och affordans så bevisas det att man kan se till att utveckla ett gränssnitt så att det blir lätt att använda för äldre användare, och andra med liknande behov som dem. Detta gör att det förslag på vårdapplikation som föreslås i rapporten till Region Sörmland skulle kunna implementeras av dem.
35

Integrating ChatGPT into the UX Design Process : Ideation and Prototyping with LLMs

Ekvall, Hubert, Winnberg, Patrik January 2023 (has links)
This paper presents an exploratory work on using Large Language Models (LLM) in User Experience (UX) design. Previous research shows that UX designers struggle to envision novel designs and to prototype with AI as a design material. We set out to investigate the question of how designers can be sensitized to LLMs, and their implications for the professional role of UX designers. Using autobiographical design, we develop a prototype of a digital workspace (the “PromptBoard”) for designing and prototyping chatbots utilizing ChatGPT. A design sprint workshop with six participants is performed, in an effort to answer the research questions by working with the PromptBoard. Discussions and participant-designed artifacts are analysed using thematic analysis. Findings include that participants are able to express design ideas and successfully create chatbots using the tool but express a conflicting sense of lacking creativity or ownership of the results. Implications to the field of UX design are discussed.
36

Gamification som metod för att skapa engagemang : En undersökning av användarbehov i hälsoapplikationer

Sandberg, Paulina, Johansson, Agnes January 2023 (has links)
Företag blir mer effektiva när deras medarbetare mår bra och därför kan det vara till stor nytta att ta sig an en strategi som uppmuntrar detta. Wellr är en tjänst som fokuserar på helhetshälsan och är utformad för att främja en hälsosam livsstil bland medarbetare, samtidigt som det leder till ett mindre antal sjukskrivningar på arbetsplatser. De vill nå ut till så många medarbetare som möjligt på de företag som köper in tjänsten och därför är deras framtida mål att utveckla applikationen med ytterligare gamification-element som motiverar användarna. Tidigare forskning visar att utveckling av applikationer med gamification har haft ett större fokus på tekniken snarare än människan, men hävdar att det krävs en förståelse för användarens perspektiv och vad som motiverar den för att lyckas med implementeringen.  I denna studie undersöks generella designprinciper för gamification tillsammans med relevant teori för utveckling av en applikation som tillfredsställer användarnas behov. Detta kombineras med en kvalitativ enkätundersökning bland fallföretagets användare för att identifiera behov och en marknadsundersökning för att ta hänsyn till hur andra produkter på marknaden är utformade. Studien resulterade i identifierade användarbehov hos en bred målgrupp som kan fungera som ett framtida stöd vid design och utveckling av digitala hälsoplattformar som inkluderar gamification.
37

Dark patterns förekomst inom flygbranschen : En studie om dark patterns påverkan på användarupplevelsen inom bokningsprocesser av flygbiljetter

Pålsson, Albin January 2023 (has links)
The Occurrence of Dark Patterns in the Airline Industry is a thesis in Information Design with a focus on Interaction Design. The purpose of this thesis is to investigate how dark patterns in airline ticket bookings affect the user experience of inexperienced users. Dark patterns are design tricks that manipulate users into making decisions that benefit the company behind them. Although the use of dark patterns may seem like a good way to increase sales, they can harm the company's reputation in the long run. Many companies have been fined large sums of money, and more are likely to follow as rules and regulations regarding the use of dark patterns become more common. This thesis examines how users perceive and react to the occurrence of dark patterns in the booking process of airline tickets. It does this by using methods such as interviews and scenarios. The findings serve as the basis for a design proposal to redesign two different booking processes where dark patterns occur less frequently. This proposal investigates the relationship between the occurrence of dark patterns and the user experience.
38

Hembo - En mobilapplikation för att underlätta vardagen tillsammans : UI- &amp; UX-design i en mobilapplikation för att underlätta till ett strukturerat och planerat hushåll / Hembo - A Mobile Application to Share and Favour the Everyday Life of Your Household : UI &amp; UX Design in a Mobile Application to Help Partners Gain a Structured and Well Planned Household

Berggren, Josephine, Carlsson, Hannah January 2021 (has links)
Att planera sitt liv och att alltid ha en överblick över alla dess delar kan vara svårt- inte minst om man ska göra det tillsammans med någon man bor med. Det finns idag en mängd olika alternativ för att strukturera och planera sin vardag, både digitalt och analogt, som kalendrar, post-it lappar, inköpslistor och anteckningar. Det saknas dock en plattform som på ett enkelt sätt samlar alla dessa och som alltid är delad med den man bor med. Syftet med arbetet som presenteras i denna forskningsrapport är därför att förenkla strukturen och planeringen kring angelägenheter som aktiviteter, händelser, måltider, inköp och utgifter i vardagen för personer som bor tillsammans med hjälp av kalender, påminnelser, att göra-listor, måltidsplanering samt ekonomisk översikt. Denna studie undersöker därmed hur en mobilapplikation kan utformas som kan förenkla angelägenheter i vardagen mellan minst två vuxna personer i ett hushåll samt hur den kan utformas för att upplevas ha en god användbarhet av målgruppen. Metoden bestod av fyra faser: förstudie, konceptfas, bearbetningsfas och detaljeringsfas där de tre sistnämnda utgör designprocessen. Metoderna grundades i teori kring ämnet och under processens gång har mobilapplikationen utvecklats genom bland annat användbarhetstester som har resulterat i en interaktiv datorprototyp. Mobilapplikationen heter Hembo och är hjälpredan för planering och strukturering av angelägenheter i ett hushåll. I designprocessen har bland annat Hembos funktioner, layout, gränssnitt och navigationsvägar testats genom användbarhetstester. Vidare har semistrukturerade intervjuer genomförts om användarnas upplevelse och intryck av Hembo. Arbetet i denna forskningsrapport har resulterat i att målgruppen önskar en ny metod för bättre planering och struktur i hushållet och att den nya metoden kan vara en mobilapplikation som samlar alla funktioner för ett planerat hushåll. Slutsatsen har dragits att Hembo upplevs ha en god användbarhet samt underlättar planering för sammanboende. / To plan your life and always have a perspective of all its parts can be difficult- not least if you are to do it together with someone you live with. Today there are multiple options available on how to structure and plan your everyday life. Both digital and analog options, like calendars, post-it notes, shopping lists and notes are available. However, a platform bringing all these activities together in a simple way while being shared with the one you are living with is missing. The aim of this research report is therefore to simplify structures and planning around matters such as activities, events, meals, purchases and expenses in everyday life for people who live together by using calendars, reminders, to-do lists, meal planning and a financial overview. This study thus examines how a mobile application can be designed that could simplify matters in everyday life between at least two adults in a household and how it can be designed to be perceived as having a good usability by the target group.   The method consisted of four phases: pilot study, concept phase, processing phase and detail phase where the latter three constitute the design process. The methods were theoretically based on the subject. During the process, the mobile application has been developed partly through usability tests that have resulted in an interactive digital prototype. The mobile application is called Hembo. Hembo provides a helping hand for planning and structuring activities in a household. During the design process, the functions of Hembo, its layout and interface, have been tested. It has been concluded that Hembo is perceived to have a good usability and facilitates planning for people living together. / <p>Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet</p>
39

Förbättring av användbarhet på Husqvarnas fästanordning / Improvment of mobility on Husqvarna fastening device

Vera Contreras, Alexandra, Wennerdahl, Jesper January 2022 (has links)
One of Husqvarna AB's largest customer segments is Green Space Professionals (GSP). Being aGSP means taking care of a large variety of green areas such as golf courses, parks, and footballpitches. The diversity within the GSP profession makes it very important to adapt the productsto many types of people by involving the end user as much as possible in the productdevelopment process.The first part during the study has been to define usability based on theory and how this can beapplied to the current fastening device. The end user was involved in order to obtain a deeperunderstanding of areas of potential improvement that exist within the current fastening deviceand the consequences of these. A literature study was conducted with the aim of setting up atheoretical framework on human interaction with products. It became clear that the currentfastening device lacks features that satisfies certain aspects of usability. The connectionbetween the user and the theoretical framework contributed to a set of functional requirementswhich could be compiled into two important factors.The second part of the study was to apply these factors in a concept. The development of theconcept was carried out with classic tools for development of concepts and prototypes, whichinclude elements such as idea generation, screening, and prototype development.The third part was to evaluate how well the factors were applied through the concept andwhether these factors increased the usability of the concept.After the interview results were linked to the theory, it could be concluded that the twoimportant factors that needed to be improved, Time consumption and Response. A conceptwhich involves the developed factors and is based on the principle "quick release" wasdeveloped. With a complete concept and with the factors in mind, a user study was designedwith the intention of evaluating these factors and the usability in general based on thetheoretical framework. The user study consisted of four sub-parts, a visual test, a blind test, atime test, and a questionnaire. The results from the tests showed that a significant differencewas achieved regarding the two factors. This was further confirmed by the results from thesurvey, where it was clear that the participants also experienced the new concept as faster,smoother, and easier to understand.With the documentation presented, it can be stated that a change in line with what has beenproduced in this work, would with most certainty improve the usability of the fastening device.Keywords: Usability, UX-design, User experience, User study, User involvement, DoubleDiamond, Triangulation
40

Where did my money go? A practical investigation towards users’ overspending behavior on online payment solution.

Zhang, Hangning January 2022 (has links)
When entering the age of information technology, cash payments were slowly been replaced by other methods including credit cards and online payment applications. On one hand, it brings convenience, on the other hand, people potentially spend more money than before. Previous researchers suggest multiple ways to reduce the overspending behavior on credit card payments, but rarely have these methods been tested in an online payment solution context. This study adopted these methods and categorized them into two groups, visual cues, and financial management mechanics. These two groups of the solution then been translated and develop into three practical prototypes, two of each and one prototype having two groups combined. All prototypes are developed based on a commonly used online payment application named Swish in Sweden. These prototypes are later been tested by ten participants. The results show both groups of solutions have a positive influence to reduce users’ overspending behavior and having them combined provides further complement effects. The study provides empirical data and practical design implications in addressing the overspending issue of an online payment solution.

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