Spelling suggestions: "subject:"ser 3research"" "subject:"ser 1research""
1 |
Who are we developing for? : Identifying the users and their needs for the video streaming support service “Streamingkollen” / Vem är det vi skapar för? : Identifiera och förstå sig på användarna till videostreamingtjänsten ”Streamingkollen”Maksumic, Elma January 2015 (has links)
It has become more and more important for creators of technical services to know whom they are designing for so they can satisfy their customers. A way to satisfy the costumers is to include a User Experience (UX) process in line with the creation process of the service. To create a good UX for the users one firstly needs to identify and understand the users. This thesis has investigated how the use of Personas can facilitate the understanding of the user in the context of User Experience (UX). A Persona is a fictive person that is a representation of a user group. A Persona is created with the objective that through the connection of the user goals, attitude and behaviours one can truly understand the users from an UX perspective. This thesis is creating Personas for a service called Streamingkollen. That is a service with the goal to help users with problems they have, connected to Video on demand (VoD) services. A video on demand service is a service that allows the users to watch videos whenever they want. Netflix, SVT play, HBO Nordic, TV4 play, are some examples of VoD services. The user data was collected through user interviews on predetermined users and then segmented into different user groups”. Personas were created, to make the different user group more realistic and easier to communicate. The different findings about the different user groups was put together as a story about one person (representing the user group) with a name, family, a job etc., and different characteristics that reflected the user group. The result is presented in three found user groups. The user groups were put together with different elements thanks to the segmentation and Personas. The segmentation made it possible to identify what causes the different needs that the users had when wanting support with a technical problems connected to VoD service and how these needs could be satisfied.. The Personas translated the user data into stories so that the findings about the users were easier to understand and adapt to. The role Personas play in the UX process is that without the comprehensive picture that is presented in the Personas and created thought data gathering and segmentation, it can be hard to identify the users needs and how they can be achieved.
|
2 |
Co-designing hair care experienceWang, Haihong January 2010 (has links)
No description available.
|
3 |
Developing A Model For Effective Communication Of User Research Findings To The Design ProcessTore Yargin, Gulsen 01 January 2013 (has links) (PDF)
It is a commonly held belief that the integration of user research data into the design process can bring great benefits / and there have been many studies that not only examine these benefits, but have also suggested how these researches may be carried out. However, effective integration relies as much on the way information gathered from user researches is delivered to the designer as the quality of the information gathered. Examples of how user research findings are communicated can be found in literature / but what is lacking is a structured approach to developing deliverables with a framing of discussions about effectiveness, considering the practitioner&rsquo / s needs and expectations.
This study aims to investigate how user research findings should be communicated to the designers in order to maintain effectiveness in integration of the findings to the design process. A model and strategies and guidelines to achieve effective communication are proposed as the result. In order to propose them the methodology involves three main stages, including a literature search, an in-depth interview with the practicing designers and a verification questionnaire to confirm the findings of the previous two stages. The results of the study reveal expected outcomes of the user research activity by designers as the dimensions of effective communication of user research findings. Moreover qualities of the delivery mediums and informational content of the deliverables are identified from practitioners&rsquo / perspectives. The outcome of the study is a set of strategies and guidelines that the researches should consider, while designing new deliverables and planning communication activities for delivering user research findings to the design process.
|
4 |
A Method For Supporting Data Collection In Userresearch Studies At Domestic EnvironmentsOztoprak, Aydin 01 September 2011 (has links) (PDF)
This thesis analyzes data collection tools and methods in domestic environments for smart
product development processes. The aim of the study is to create a method for supporting
data collection studies in user research of smart products at domestic environments. The
study examines the utilization of information and communication technologies in
ethnographic data collection methods at domestic environments with a qualitative
approach. Two case studies are conducted to understand and analyze the effects of
custom designed data collection tools in user research studies conducted at domestic
environments. The results of the study revealed that utilization of data collection
equipment and methods that are customized to the characteristics of aims and objectives
of user research studies, product characteristic and study participants&rsquo / own environment
might lead to the possibility to increase number of study participants and decrease
researchers&rsquo / presence in domestic environments. Additionally, it was found that, sensor
kits and internal device logs are capable of supporting user research studies for the
evaluation of products, however due to technical complexity and unpredictable contextual
factors, triangulation of data collection methods and redundancy of data collection
equipment are necessary.
|
5 |
Underlivskollen : Ett designförslag på ett läromedel för att öka kunskaperna kring det kvinnliga underlivet / Underlivskollen : A design proposal on a teaching material to increase knowledge about female genitaliaBirgersson, Julia January 2018 (has links)
In today’s society there are problems with how women look at themselves and their appearance, not least the appearance of their genitals. There are norms that say that genitals should look in a certain way. To prevent these problems, young persons need to learn in school how much variation there may be on the appearance of the genitalia. Therefore, this study aimed to create a design proposal on a digital teaching material which was based on the questions that young boys and girls have about the appearance of women’s genitals, and also what information today’s educational books contain. The result showed that girls have questions regarding, among other things, labia, pubic hairs and operations. The educational books which was analysed contained information restrained to a picture of the female genitalia, or a few sentences. The design proposal presented was a website where the user can see different looks on the female genitalia, read and answer questions that young girls have, as well as discuss issues with classmates. / Är jag normal?
|
6 |
Fallstudie för Fishbrain AB : Användarundersökningar för framtagandet av personas där användarna har en geografisk spridning / Case study for Fishbrain AB : User-research for the development of personas where the users have a large geographical distributionSundstedt, Sara, Rytterlund, Sofia January 2017 (has links)
This study is a case study for a mobile app for fishing enthusiasts, Fishbrain with the purpose of presenting personas based on user-research. This assignment was carried out upon request of Fishbrain as the company finds that they lack qualitative data. One main reason for this is that the majority of the users are located in the US. Fishbrain has 4.83 million users mainly across the United States, Australia, Sweden and Brazil (14th of December 2017). This study intends to determine whether our chosen methods for user-research can apply when the interviewers and the responders are located at different geographical locations, and to evaluate if our chosen method for deriving personas can be applied on a large user base. This study is based on quantitative data collected through surveys. Subsequently, interviews were conducted as a method for collecting more qualitative data. Based on this empirical foundation, interesting insights and recurring factors were categorized. Two primary personas and two secondary personas were developed from this analysis. This study finds that our chosen methods for user-research are valid when users and researchers are located in different places, but that there are certain limitations that the researchers should take into consideration, for example the time difference. This may require a longer research timeframe than if the research is conducted in a lab environment. / Denna undersökning är en fallstudie för Fishbrain med syfte att presentera personas framtagna utifrån användarundersökningar. På önskan av Fishbrain genomfördes detta uppdrag då företaget upplever att de saknar kvalitativ data, eftersom majoriteten av användarna befinner sig i USA. Fishbrain har 4,83 miljoner användare fördelat över främst USA, Australien, Sverige och Brasilien (2017-12-14). Med denna studie hoppas vi kunna svara på huruvida våra valda metoder för användarundersökningar är lämpliga då undersökare och deltagare befinner sig på olika geografiska platser, samt att utvärdera huruvida vår valda metod för framtagande av personas kan appliceras på en stor användarbas. Undersökningen utgår från kvantitativt insamlad data från enkätundersökningar. Därefter används intervju som metod för att komma åt mer kvalitativa aspekter. Utifrån denna empiriska grund kategoriseras olika intressanta insikter och återkommande faktorer. Vid analys av datainsamlingen utvecklas två primära samt två sekundära personas. Undersökningens slutsats är att det är applicerbart att genomföra användarundersökningar när användarna och undersökarna befinner sig på olika platser, men att det finns vissa begränsningar som undersökarna bör ta hänsyn till, såsom tidsskillnad. Dessa begränsningar medför att den tidsram som sätts för projektet bör beräknas längre än om undersökningarna genomförs i laboratoriemiljö.
|
7 |
Using Visual Media to Empower Citizen Scientists: A Case Study of the Outsmart AppKierstead, Megan E 29 October 2019 (has links)
To be successful citizen science projects need to do two key things: (1) they need to meaningfully engage the public and they must also provide people with the tools, expertise, and/or training needed to participate in rigorous research that can be used by the scientific community. In some ways, these requirements are potentially at odds. Emphasis on rigor and expertise risks excluding members of the public who do not feel qualified to participate in esoteric or technically difficult scientific research. Conversely, projects that eschew rigorous methods in favor of wider participation might lead to bad data that cannot be used to draw any meaningful conclusions to expand scientific understanding. How then do those who are aiming to design successful citizen science programs create tools and processes that facilitate both active engagement and meaningful scientific results for perceived non-expert researchers?
This paper uses a case study of the Outsmart Invasive Species Project (Outsmart) to explore how visual media shape the experiences of citizen scientists participating in a data collection project. Outsmart uses visual media such as photographs and videos to train users in identifying invasive species, and asks them to submit their own location-tagged pictures to a central database for review by a trained research team. Using ethnographic field observation, we focused on how visual media serve to improve engagement in non-expert Outsmart users by building confidence and expertise. Our work can provide guidance to other citizen science projects in how to best use visual media to empower citizens and improve scientific outcomes.
|
8 |
Implementujte Android aplikaci pro stahování a poslech audio podcastů / Implement Android Application for Download and Listening to Audio PodcastsŠvehla, Ján January 2016 (has links)
This master's thesis is aimed at the problems and issues which are encountered over the development of application for mobile devices. An application for managing and listening of audio podcasts was chosen to be developed. This thesis will guide the reader through general topics and issues of "User Experience" research, its usage and specification on mobile devices and actual design and the implementation of developed application. Results of this work can be used for the development of applications with respect to user centered design.
|
9 |
Hur kan produktdesign förbättra kommunikationen mellan grundskolelärare och elever med NPF diagnoser?Sandborgh, Line January 2019 (has links)
Elever med neuropsykiatriska funktionsvariationer (NPF) upplever en försämrad skolgång på grund av att den är dåligt anpassad efter deras behov. Grundskolelärare har ett ansvar att anpassa sin undervisning så den passar alla, men deras ökade belastning lämnar lite tid över till att kommunicera med sina elever på individnivå för att ta reda på deras behov. Den bristande kommunikationen mellan grundskolelärare och elever med NPF blir problematisk då parternas behov missförstås av varandra. Denna studie undersökte hur man genom produktdesign kan skapa en bättre kommunikation mellan elever med NPF och deras lärare. Studien genomfördes med teorier och metoder från forskningsfältet användarcentrerad design. Genom intervjuer, observationer, dokumentanalys, en ökad empatisk förståelse och marknadsundersökning skaffade studien en förståelse av användarnas behov och önskemål. En koncept- och produktutvecklingsfas möjliggjorde skapandet av ett slutgiltigt produktförslag. Studiens slutsats visar hur produktdesign i en användarcentrerad designprocess skapar en förståelse för en användargrupp och möjliggör ett produktförslag som tillfredsställer deras behov. Studien resulterade i ett produktförslag som kan förbättra kommunikationen mellan grundskoleelever med NPF och deras lärare. Produktförslaget kan förhoppningsvis leda till en bättre skolgång för elever med NPF om läraren gör anpassningar i sitt klassrum och/eller undervisning som tar hänsyn till elevens behov. Produktförslaget är endast ett förslag på hur en produktlösning kan se ut bland många andra möjliga lösningar. Studiens kunskapsbidrag bidrar med insikt i hur man genom produktdesign och en användarcentrerad designprocess kan utforska en användargrupp för att tillgodose deras behov. / Students with cognitive disabilities are unsatisfied with their lower school education because of poor adaption to their needs. Lower school teachers have a responsibility to adjust their way of teaching and classroom environment in order to fulfill everyone’s needs. But the abundant workload teachers experience leaves little time for individual communication with their students to find out their needs. This study examined how product design can create a better communication between lower school students with cognitive disabilities and their teachers. The study used theories and methods from the research field of user-centered design. The methods used were interviews, observations, analysis of documents, improvement of empathetic understanding and a market analysis. These enabled a better understanding of the users’ needs and desires. The study’s conclusion shows how product design in a user-centered design process can create a better understanding of a user group and a design-proposal that satisfies the users’ needs and desires. The study resulted in a design-proposal that can improve communication between lower school students and their teachers. The design proposal can potentially lead to an improved education for students with cognitive disabilities if the teacher adjusts their classroom environment and/or way of teaching with regards to their students’ needs. The design-proposal is merely a proposal among many other solutions of how a product solution could be made. The study contributes with research about how product design and a user-centered design process can examine a user group in order to satisfy their needs.
|
10 |
Sustainability by Design: How to Promote Sustainable Tourism Behavior through Persuasive Design?Liu, Zhaoran, M.A. 11 July 2019 (has links)
No description available.
|
Page generated in 0.0409 seconds