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Slutet gott allting gott? Peak-end rule och användarupplevelsen av ett webbformulärHussein, Hadi, Lindström, Rebecca January 2021 (has links)
Det ställs allt högre krav på interaktiva system idag. Centralt är att de ska tillgodose användarens behov – inte minst användarens känslor och upplevelser. Enligt tidigare forskning kan starka känslomässiga ögonblick under ett händelseförlopp och upplevelsen av dess slut påverka hur vi bedömer en tidigare upplevelse (Kahneman, Fredrickson, Schreiber & Redelmeier, 1993; Redelmeier, Katz & Kahneman, 2003). Syftet med denna studie var att undersöka huruvida peak-end rule har en effekt på den retrospektiva användarupplevelsen av ett digitalt gränssnitt. Detta genom att jämföra två versioner av en prototyp vars interaktion var avsedd att efterlikna ett formulär på en webbsida. De två versionerna var identiska förutom att slutet manipulerades i syfte att framkalla ett positivt slut i den ena versionen och ett neutralt slut i den andra versionen. Totalt 22 deltagare skattade sin generella användarupplevelse efter att ha interagerat med varje version. Därefter svarade de på frågor rörande val av preferens samt upplevd ansträngning. Resultatet visade att peak-end rule hade en signifikant påverkan på val av preferens. Däremot fanns inget stöd som talar för att den totala användarupplevelsen eller upplevda ansträngningen påverkades av slutets utformning. Detta innebär att slutet av en interaktion kan påverka användarupplevelsen i viss mån men att det samtidigt råder en viss tvetydighet kring resultatet. Studerandet av peak-end rule är ännu i en tidig fas inom sammanhanget människa-datorinteraktion. Det krävs således vidare forskning för bättre förståelse om dess effekt för användarupplevelse av interaktiva system. / Today there are ever higher demands on interactive systems. Central is that they should meet the user's needs – not least the user's feelings and experiences. According to previous research, strong emotional moments during the course of events and the experience of its end can affect how we assess previous experiences (Kahneman, Fredrickson, Schreiber & Redelmeier, 1993; Redelmeier, Katz & Kahneman, 2003). The purpose of this study was to investigate whether peak-end rule has an effect on the retrospective user experience of a digital interface. This is done by comparing two versions of a prototype whose interaction was intended to resemble a form on a web page. The two versions were identical except that the ending was manipulated in one version in order to evoke a positive ending and a neutral ending in the other version. A total of 22 participants rated their overall user experience after interacting with each version. They then answered questions regarding the choice of preference and perceived effort. The results showed that the peak-end rule had a significant influence on the choice of preference. On the other hand, there was no evidence to suggest that the overall user experience or perceived effort was affected by the design of the end. This means that the end of an interaction can affect the user experience to a certain extent, but that at the same time there is a certain ambiguity about the result. The study of peak-end rule is still in an early phase within the field of human-computer interaction. Further research is thus required for a better understanding of its effect on the user experience of interactive systems.
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How does the UX Design of video conferencing software affect student engagement in online education?Zhang, Jing, Vamoș, Vlad January 2021 (has links)
Even before the spread of COVID-19 video conferencing software has seen a steady rise in use. Due to their convenient way of offering a way of seeing the other participants live while talking to them, it is quite easy to see why this kind of software became more and more used throughout the years. Now, during the pandemic, video conferencing software is more used than ever before, especially in learning environments. Nevertheless, studies show that student engagement is rather low with university students who take part in online learning. Throughout this paper, we venture into discovering the reasons behind this lack of engagement and how it can be improved from a User Experience Design standpoint. With findings resulted from several previous studies and identified student problems and needs from those papers we created a prototype to test which features and design elements affected student engagement.
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"När det inte fungerar så stänger jag av" : - En kvalitativ studie om äldre människors upplevelse av den digitala tekniken / "When it doesn't work I turn it off" : - A Qualitative Study of Elderly People´s Experiences with the Digital TechnologyOlsson, Emma, Olofsson, Stina January 2021 (has links)
Digitaliseringen har blivit en del av vardagen där nästan alla samhällstjänster idag har digitaliserats. Sociala medier, appar och digitala tjänster är idag något som hör till normen. Att hamna i ett digitalt utanförskap kan ha långvariga konsekvenser och är en risk som de äldre i samhället är speciellt utsatta för, då forskning visar att det är många äldre som inte använder sig av digitala teknologier i samma utsträckning. Denna studies syfte är att ta reda på hur denna digitalisering har påverkat de äldre i det svenska samhället, genom att undersöka hur äldre människor upplever tekniken idag för att sedan också undersöka på vilket sätt digitala teknologier skulle kunna utformas för att fler äldre ska kunna ta del av dem. Studien har gjort med en inledande litteraturstudie utifrån tidigare forskning och begreppen användarupplevelse, användbarhet och universell design. Därefter har intervjuer utförts som en kvalitativ datainsamling. Resultatet visar på att många äldre ser svårigheter gällande sitt digitala användande, de känner en osäkerhet och rädsla kring att göra fel och har ibland svårt att förstå hur saker ska göras och har svårt att tolka informationen som ges. De äldre önskar ett enkelt språk och gärna att det är på svenska. Instruktioner som förklarar förkortningar och att inte för mycket information visas på en gång är några av de saker som de äldre upplever skulle kunna underlätta deras användning. Detta visar på att det finns mer att göra för att alla i befolkningen ska känna sig inkluderade i digitaliseringen och att designa med användaren i fokus är ett steg på vägen / Digitalization has become part of everyday life where almost all community services today have been digitalized. Social media, applications and digital services is something that belongs to the norm. Ending up in digital exclusion can have long-term consequences and is a risk that the elderly in society is particularly exposed to as research shows that many elderly people do not use digital technologies to the same extent. The purpose of this study is to find out how this digitalization has affected the elderly people in society in Sweden, by investigating how elderly people experience technologies today and then also to examine in what way that digital technologies could be designed so that more elderly people can take part in them. The study was done with an initial literature study based on previous research and the concepts of user experience, usability, and universal design. Thereafter, interviews were conducted as a qualitative data collection method. The results show that many older people see difficulties regarding their digital use, they feel an insecurity and fear of making mistakes and sometimes have difficulty understanding how things should be done and have difficulty interpreting the information provided. The elderly wants a simple language and preferably in Swedish. Instructions that explain abbreviations and that not too much information is displayed at once are some of the things that the elderly feel could facilitate their use. This shows that there is more to be done to make everyone in the population feel included within the digitalization and that designing with the user in focus is a step in the right direction.
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Creating Library Learning Spaces that Support Twenty-First Century Pedagogy and Student LearningChristoffersen, Deborah Lynn 17 June 2020 (has links)
University libraries struggle to keep up with rapidly changing technology and the associated change in teaching strategy. Most administrators and librarians are often not trained to assess space needs and struggle to reassign library spaces for non-traditional library use. As such, they often embark on expensive and time-consuming feasibility studies, using (typically) hard-earned monies to complete the research or to pilot a new space. What academic research library administrators and staff lack is an analysis tool for discovering and planning needed renovations and improvements in aging library facilities. The purpose of this research project was to determine how students use library spaces for learning in this new high-tech, hands-on education experience (i.e. synthesis of previous research); develop a tool that can be used by library staff to self-analyze existing academic library spaces, identifying areas that could be improved for student benefit (e.g. provide a checklist of potential learning spaces that institutions should carefully consider adding to their facilities); and provide some examples/case studies of potential facility improvements. The end result is a hierarchical self-analysis tool that merges space options, Abraham Maslow's Hierarchy of Needs, and an example of library-user personas. It also provides some general cost guidelines, helpful construction tips, and a synthesis of exploratory questions related to strategy and space. The tool uses evidence-based design to facilitate important conversations, provide an organized checklist of various considerations, and be a quick reference for library administrators and facility managers as they navigate the world of twenty-first century pedagogy and student learning.
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Desarrollo de interfaz y experiencia de usuario en webs e-commerce de cómputo pymes en Lima, Perú. Casos de estudio: C&C Computer y MemoryKingsSoto Chavez, Michael Cesar 03 December 2021 (has links)
La presente investigación tiene como propósito explicar el diseño interactivo en la experiencia de usuario y así en la construcción del flujo de navegación de sitios web de las pymes del rubro de cómputo en el Perú. Para llegar a ello, se analizaron de manera descriptiva y objetiva la gráfica en dos páginas web pioneras del rubro C&C Computers y MemoryKings. Así mismo, se realizaron entrevistas a usuarios familiarizados en el tema, a un experto en UI&UX y diseño web, encuesta y escala likert para los usuarios que conozcan del rubro y además una ficha de análisis por cada sitio web.
Entre los resultados se encontró que los conceptos teóricos de usabilidad, affordances y UI&UX son pilares fundamentales para su construcción y responden mediante el diseño a las necesidades del usuario. También, se pudo concluir que tanto los elementos gráficos, los conceptos teóricos y prácticos, así como el diseño centrado en el usuario trabajan de manera conjunta y mantienen al usuario informado sobre lo que sucede mediante la retroalimentación adecuada en un periodo de tiempo razonable. / The purpose of this research is to explain the interactive design in the user experience and thus in the construction of the navigation flow of websites of Pymes in the computer industry in Peru. To achieve this, we analyzed in a descriptive and objective way the graphics in two pioneering web pages of the category, C&C Computers and MemoryKings. Likewise, interviews were conducted with users familiar with the subject, an expert in UI&UX and web design, a survey and likert scale for users who know the field and also an analysis sheet for each website.
Among the results it was found that the theoretical concepts of usability, affordances and UI&UX are fundamental pillars for its construction and respond through design to the user's needs. Also, it could be concluded that both the graphic elements, the theoretical and practical concepts, as well as the user-centered design work together and keep the user informed about what is happening through appropriate feedback in a reasonable period of time / Trabajo de investigación
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Improving the learning experience of decision support systems in entrepreneurship with 3D management simulation gamesGould, Olga 12 April 2022 (has links)
Business simulation games are used in educational institutions and various industries in the private and public sector to train students and employees to practice the principles of management and decision-making skills by providing a fail-safe environment and enabling them to reflect on their simulation results. These games are generally advanced multiuser environments where a user, or a group of users, have access to a virtual company for making business decisions. Some of these games are expensive and their licences are time limited; typically, such a licence is only valid during the duration of the course. In general, these games are not available for the public as part of informal instructional courses.
In Canada, teaching informal courses to immigrants and refugees, which involve data-driven decision making, to prepare them for future challenges they might encounter as business owners, can be challenging; especially considering language barriers and non-business-related backgrounds obtained outside of Canada. Furthermore, based on their decision-making styles, cognitive limitations, and past experiences, people may have an inaccurate perception of the problem or challenge they face, this could lead to poor decision making of the team they are part of and, therefore, this could reflect in the effectiveness of an organization as a whole.
The objective of this research is to enrich current teaching tools in decision-making processes in entrepreneurship courses for newcomers in Canada with a comprehensive and visual representation of operational business problems involved in Business Intelligence and data analytics. More specifically, we designed and developed a 3D Business Simulation Game with randomized scenarios using modern technologies, such as Unreal Engine as the game engine; Adobe Fuse for the character creation, Mixamo for animation of the character, and Substance Painter for textures and materials for the assets.
The research was conducted with the participation of the students of the Business Creation and Project Management course at VIRCS (Victoria Immigrant and Refugee Centre Society) where we tested this game on each one of the five units of the course. After designing, developing, and testing the 3D business simulation game, we conducted a comprehensive evaluation to investigate whether the decisions students made while playing were correct or not. We also evaluated whether they felt that the challenges were easier to understand, both as a team and individually, when they used the 3D business simulation game compared to only the written description of the problems.
The main results we obtained from our study are the following: After playing the business simulation game, students became more aware of the importance of making correct decisions in different business scenarios. They made sure that the whole team understood the problem, and they felt generally good about their understanding of the course content. We also noticed that when the animation was not part of the business simulation game, they seemed to be confused when following written instructions. This indicate that they depended on the animations for their decision-making.
We believe that, in some ways, the course and the 3D business simulation game we created for this research were a great opportunity to observe students becoming more confident in their future in Canada as entrepreneurs. We observed that, once the game has been used, the students become more participatory in class, the discussion of the course material increases, and in general, the students seem to enjoy the course more. / Graduate
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Var är min plats idag? : En studie i hur aktivitetszoners funktioner kan kommuniceras i det digitala rummet för en bättre användarupplevelse på aktivitetbaserat flexkontor.Carlén, Anna January 2020 (has links)
This thesis is in the field of information design with a focus on spatial design. The study has been conducted to investigate how theories and methods in information design can be applied to digitally communicate activity zone functions in an activity-based flex office. Previous research indicates that one of the biggest challenges with the transition from celloffice to activity-based flex office is that the new way of working is not used as planned. A zoning that is obvious to everyone is recommended. The thesis includes a study of how employees relate to the workplace and how they interact with the digital tool Campuskartan, which has been applied to facilitate the everyday work. The methodological work includes a physical and digital site analysis that describes and evaluates visual elements and functions. It also includes an analysis of the factors that indicate strengths and challenges in terms of the interaction between the physical and the digital space. Employees at Mälardalen University have functioned as a focus group to capture needs from a user perspective and a qualitative interview with an expert have contributed good insights to the study. Subsequently, a participatory observation has been implemented to understand the university's communication work and overall goals with the transition to a new way of working. The study also has a scientific theoretical basis that includes previous research in activitybased flex office and how the digitalization has affected how we work. The study highlights theories in, among other things, visual communication and cognition as well as interaction design. With support from the methodological work, previous research and theories, a visual concept has been created in order to digitally communicate the functions of the activity zones and how employees can relate to them. / Detta är ett examensarbete inom informationsdesign med inriktning rumslig gestaltning. Studien har genomförts för att undersöka hur teorier och metoder inom informationsdesign kan tillämpas för att digitalt kommunicera aktivitetszoners funktioner på ett aktivitetsbaserat flexkontor. Tidigare forskning tyder på att en av största utmaningarna med övergången från cellkontor till aktivitetsbaserat flexkontor är att det nya arbetssättet inte nyttjas som planerat. En zonindelning som är tydlig för alla är även att rekommendera. Studien inkluderar en undersökning av hur medarbetare förhåller sig till arbetsplatsen samt hur de interagerar med det digitala verktyget Campuskartan som har tillämpats för att underlätta arbetsvardagen. Det metodiska arbetet inkluderar en fysisk och digital platsanalys som beskriver och värderar visuella element och funktioner. Det inkluderar även en analys av vilka faktorer som tyder på styrkor och utmaningar vad gäller samspelet mellan det fysiska och det digitala rummet. Medarbetare på Mälardalens högskola har fungerat som en fokusgrupp för att fånga upp behov ur ett användarperspektiv och en kvalitativ intervju med sakkunnig har genomförts i syfte att bidra med goda insikter till studien. Därefter har en deltagande observation genomförts för att förstå högskolans kommunikationsarbete och övergripande mål med övergången till ett nytt sätt att arbeta på. Studien har även en vetenskaplig teoretisk grund som inkluderar tidigare forskning inom aktivitetsbaserat flexkontor och hur digitaliseringen har påverkat hur vi arbetar. Studien lyfter teorier inom bland annat visuell kommunikation och kognition samt interaktionsdesign. Med stöd i det metodiska arbetet, tidigare forskning och teorier har ett visuellt koncept skapats i syfte att digitalt kommunicera aktivitetszonernas funktioner samt hur medarbetare kan förhålla sig till dem.
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Popularizing implants : Exploring conditions for eliciting user adoption of digital implants through developers, enthusiasts and usersEricsson Duffy, Mikael January 2020 (has links)
Digital implants have become a new frontier for body hackers, technology enthusiasts and disruptive innovation developers, who seek to service this technology for themselves and to new users. This thesis has explored conditions for future user adoption of human body augmentation with digital implants. The conditions explored were mainly self-beneficial health optimization through technology, self-quantification or convenience scenarios. Applying Diffusion Of Innovation theory, Value-based Acceptance Model and research through design methods were used. The process consisted of quantitative and qualitative data gathering and analysis, using interviews, surveys and iterative prototyping with evaluation. The results show mixed user attitude towards implant usage, mainly depending on users' need for added benefits, whether the user is a technology enthusiast actively using technology for self-beneficial gain or a casual everyday consumer of technology. Certain conditions could affect adoption of implants into mainstream usage, mainly data privacy, regulation, convenience, self-quantification or health management. In order for implants to succeed as a mainstream technology, there needs to be proper secure infrastructure, easy installation and coordinated services that offer individual benefits of health or convenience, with a high consumer confidence in supported services, installation / removal and devices. Several companies are working on offering such a service, in order to evaluate such a proposition, iterative prototypes were created to evaluate a health management scenario as a streamlined consumer service, using a service design blueprint and a related interactive smartphone application prototype.
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Improving post-productionfeedback processAbduljalel, Viyan January 2020 (has links)
The process of producing entertaining video and films is complicated and time consuming. One of the complicated parts of post-production of entertaining content is getting feedback and reviewing the draft edit. After the filming process of a series or a film completed, the editors start working on the cut materials. This is a stage in the process where the editor will get their cut reviewed and receive feedback from different teams on the rough-cut or editor cuts. Today the review and the feedback between the editor and reviewer is done online directly through email.
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User experience in automotive industry: user perspective on functionality and entertainmentPapadaki, Patricia January 2019 (has links)
The impact of technology is increasing in the automotive industry resulting in user experience to have a significant role in the industry. Previous studies have researched the use of user experience in the automotive industry describing the importance of it. Studies have also described the user experience in connection to in-vehicle functions. Contrariwise, a gap has been identified in relation to the actual use and users’ preferences to these functions. The aim of this study is to analyze the users’ perspective in the automotive industry and how a high level of user experience can be achieved by identifying the preference of the users. This paper aims to identify if functions related to entertainment or functions related to functionality are preferred by the users. It is important to note that the study is not excluding any of the two different type of functions but investigates the preference of the users. Mixed method was used to respond to the research question. Two interviews with experts of the domain of automotive were conducted, where important aspects of the experts’ perspective were covered and was used to develop the survey. In order to achieve a full understanding of the user experience, a survey was sent to identify users’ preferences. The study proved user experience to be important for the organizations in the automotive industry. Moreover, it discovered a discrepancy between the experts’ perspective and the users’ perceptions. Experts expressed customer satisfactions and fulfillment of their demands to be of the primary aim of organizations in the automotive industry. Contrariwise, users expressed that organizations may consider the preference of the users but only to achieve economic and concurrent benefits. Additionally, users expressed a preference to in-vehicle functions related to functionality. More specifically, in-vehicle functions in relation to safety, connectivity and assistance in driving. As a result, this study suggests for organizations in the automotive industry to include the above functions to their vehicles in order to satisfy the demands of their customers and achieve high level of user experience but not exclude the functions related to entertainment.
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