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Virtual reality designprinciples: A casestudy on VRChatEckmann, Peter January 2024 (has links)
Virtual Reality is rapidly growing in popularity. This new medium offers manypossibilities for those who wish to explore what the technology provides in the 3Denvironment. However, the design principles that have been used for decades revolvearound 2D surfaces and applying them in the 3D space can cause severalincompatibility issues that diminishes the user experience.This study aimed to help highlight what aspects of virtual reality need to be improvedcompared to non-virtual reality platforms to enhance the user experience. To do this,VRChat, a virtual reality platform was chosen, which can be used by both VR, and nonVR headset users alike. By comparing these two user bases it could help highlight thepros and cons of the current system and help give guidelines on how to create futureVR platforms. During the test period, 58 people participated who did specific tasks onthe platform and filled out the quantitative data gathering survey, based on the UserExperience Questionnaire (UEQ) test.After comparing the two user bases, the result shows that there is no significantdifference between using VRChat either way allowing both user bases to enjoy theplatform equally. However, because of these results, the work failed to highlight whataspects of a VR platform need to be changed to fit the needs of VR headset users. Itimplies the need for further research and experimenting with the medium. In the future,further research, testing and experimentation are needed to improve the current designmodels and make the systems more pleasant for VR headset users.
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From Flickering Fingers to Smooth ScrollingViksten, Marcus, Lillienberg Öberg, Oliver January 2024 (has links)
This study explores how alternative scrolling techniques compare to traditional vertical scrolling. It is studied in the context of user experience and information allocation. The alternative scrolling methods are evaluated through a focus group and a controlled experiment. A focus group explores different scrolling techniques and participants' attitudes toward alternative scrolling methods while seeking dissatisfaction with normal scrolling. The controlled experiment delves deeper into the hedonic and pragmatic qualities of scrolling, examining the time it takes for participants to allocate information to be complemented with semi-structured interviews. By delving deeper into the user experience and user preference for scrolling, the study aims to answer the following research question: “How can scrolling techniques alternative to vertical and continuous scrolling benefit users in terms of efficiently allocating specific information and increasing perceived user experience and usability?”. In summary, the study's findings show that the alternative scrolling techniques are not statistically more efficient than normal conventional scrolling. They are, however, viewed as having more hedonic qualities and are generally more preferred from a usability standpoint.
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Rapid Design and Prototyping Methods for Mobile Head-Worn Mixed Reality (MR) Interface and Interaction SystemsRedfearn, Brady Edwin 09 February 2018 (has links)
As Mixed Reality (MR) technologies become more prevalent, it is important for researchers to design and prototype the kinds of user interface and user interactions that are most effective for end-user consumers. Creating these standards now will aid in technology development and adoption in MR overall. In the current climate of this domain, however, the interface elements and user interaction styles are unique to each hardware and software vendor and are generally proprietary in nature. This results in confusion for consumers.
To explore the MR interface and interaction space, this research employed a series of standard user-centered design (UCD) methods to rapidly prototype 3D head-worn display (HWD) systems in the first responder domain. These methods were performed across a series of 13 experiments, resulting in an in-depth analysis of the most effective methods experienced herein and providing suggested paths forward for future researchers in 3D MR HWD systems.
Lessons learned from each individual method and across all of the experiments are shared. Several characteristics are defined and described as they relate to each experiment, including interface, interaction, and cost. / Ph. D. / Trends in technology development have shown that the inclusion of virtualized objects and worlds will become more popular in both professional workflows and personal entertainment. As these synthetic objects become easier to build and deploy in consumer devices, it will become increasingly important for a set of standard information elements (e.g., the “save” operation disk icon in desktop software) and user interaction motifs (e.g., “pinch and zoom” on touch screen interfaces) to be deployed in these types of futuristic technologies.
This research effort explores a series of rapid design and prototype methods that inform how a selection of common interface elements in the first responder domain should be communicated to the user. It also explores how users in this domain prefer to interact with futuristic technology systems. The results from this study are analyzed across a series of characteristics and suggestions are made on the most effective methods and experiments that should be used by future researchers in this domain.
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Konsumentreturer online : en studie om hur e-handelsföretag inom mode kan förebygga returer / Customer returns online : a study about e-commerce companies returnsprevention strategies within fashionArvidsson, Fredrika, Grapp, Ellinor, Södergren, Ellen January 2020 (has links)
Näthandeln ökar över hela världen, och i Sverige är kläder och skor de största produktgrupperna som inhandlas online. I samband med detta ökar även antalet produktreturer, då förutsättningarna hos e-handelsföretag är annorlunda jämfört med fysiska butiker. Denna uppsats syftar till att undersöka vilka aspekter som kvinnliga konsumenter upplever som viktigast när en modeprodukt presenteras på en e-handelssida, och hur detta påverkar deras returbeteende. Vidare undersöks användarvänlighet på en e-handelssida, i form av befintliga funktioner och information gällande hur en produkt presenteras. Resultatet av de kvantitativa studier, i form av en enkät och en nulägesbeskrivning genominnehållsanalys, som gjorts i samband med uppsatsen visar att korrekta och utförligaproduktbeskrivningar är viktiga i processen innan köpet genomförs. Det är inte bara mängden av information som är viktigt, även kvaliteten hos den angivna informationen uppges vara viktig. Detta uppdagades också i nulägesbeskrivningen som gjordes av tre undersökta ehandelsföretag. Samtliga uppvisade en hög grad av användarvänlighet, vilket innebar att de hade många tillgängliga funktioner. Alla tre företag har dock höga returgrader, vilket indikerar på bristande kvalitet gällande den tillgängliga informationen. Resultatet visar också på likheter angående vad konsumenterna upplever som viktigt i en produktbeskrivning, och vad de upplever behöver förbättras. Baserat på resultatet av konsumentstudien samt kartläggningen av nuläget i de aktuella ehandelsföretagen, påvisas hur e-handelsföretag inom mode kan utveckla sitt avoidance-arbete utifrån konsumenternas efterfrågan. Då returgraderna inte är beroende av användarvänlighet i denna specifika undersökning, kan det också konstateras att användarvänligheten inte är den huvudsakliga påverkande kraften i konsumenternas returbeteende. / Online shopping is increasing all over the world, and in Sweden, clothing and shoes are the largest product groups to be purchased online. As a consequence, product returns are increasing as well, due to the conditions of online shopping being different to those in a brick and-mortar store. The purpose of this paper, which is written in Swedish, is to examine which aspects of the online product presentation are perceived to be the most important by female consumers, and how that affects their return behavior. Furthermore, user experience is examined via the available features and information regarding how a product is presented. The results of the performed quantitative studies, which include a questionnaire and a description of the present state of e-commerce companies through a content analysis of their websites, show that accurate and extensive product descriptions are important in the prepurchase process. However, it is not only the amount of information that is important, but also the quality of the provided information. This was also uncovered in the description of the present state, which was an analysis carried out on three e-commerce companies. All three displayed a high level of user experience, which meant a large number of available features. All three companies also displayed high return rates, which indicates a lack of quality in regard to the information provided. The results also show similarities in terms of what the consumers perceive to be important in a product description, while at the same time needing to be improved. Through the results of the consumer study and the description of the present state within the examined e-commerce companies, this study suggests ways for e-commerce fashion companies to develop their avoidance strategies, based on consumer demand. Because the return rates are not dependent on user experience in this particular survey, it was found that user experience is not the main influencing force in the consumers’ return behavior.
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Preferences for Mental Capacities in Robots : Investigating Preferences for Mental Capacities in Robots Across Different Application DomainsNääs, Hilda January 2024 (has links)
This study investigates if preferences for mental capacities in robots vary across different application domains and identifies influential factors, both in individuals’ characteristics and attributes specific to each robot domain. Employing a between-subject design, participants (N=271) completed a survey collecting both quantitative and qualitative data on preferences for 12 mental capacities across six robot types situated in a specific application domain (medicine, defense, household, social, education, customer service). Half of the mental capacities align with each dimension (experience and agency) in the two-dimensional model of mind (Gray et al., 2007; McMurtrie, 2023). Key findings reveal a general preference for high agency ability and low experience ability across all application domains. Exceptions were found in preference for lower agency ability in the cleaning robot and higher experience ability in the companion robot. Qualitative analysis indicates a desire for objective and logical robots functioning without emotions, while demonstrating empathy for human emotions. Additionally, gender and educational background emerged as factors influencing preference for lower experience abilities in robots. While previous research has mainly focused on attribution of mental capacities to technical agents, this study provides insights into human preferences and factors affecting them. These insights can guide responsible and ethics-driven development and design of robot technology within the field of human-robot interaction.
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Från skroll till klick: Nycklarna till effektiva Instagram-annonser för unga vuxna med tekniskt intresse / From scroll to click: The keys to effective Instagram ads for young adults with a tech interestFlodin Jakobsson, Sarah, Lindblom, Clara January 2024 (has links)
Denna studie undersöker effekten av designelement samt strategier och dess påverkan av klickfrekvensen (CTR) på Instagram bland unga vuxna med ett intresse för teknik. Genom att använda både kvantitativa enkäter och kvalitativa fokusgrupper, baserade på tidigare forskning och teori inom digital marknadsföring, klickfrekvens, personanpassning, designelement samt strategier, syftar studien till att identifiera vilka designelement och strategier som kan öka användarens engagemang och därmed klickfrekvensen. Resultaten från studien bekräftar att annonser som är noggrant anpassade med fokus på visuella och interaktiva element som färgsättning, layout, text och dynamiskt innehåll, i betydande grad förbättrar användarinteraktionen. Även om studien bekräftar att välutformade, personanpassade annonser är kritiska för framgångsrik digital marknadsföring riktad mot unga vuxna med tekniskt intresse, lyfter den även fram hur avgörande noggrann analys av användardata och beteendemönster är för att optimera annonsernas effektivitet. Slutsatsen drar att personanpassade och visuellt tilltalande Instagram-annonser spelar en avgörande roll i att locka och engagera denna målgrupp trots deras begränsning. / This study looks at how elements of design and strategies affect the click-through rate (CTR) on Instagram for young adults interested in technology. Using both quantitative surveys and qualitative focus groups, based on previous research in digital marketing, click-through rates, personalization, strategies and design elements, the aim is to find out which strategies and design elements increase user engagement and click-through rates. The results show that ads tailored with visual and interactive features like color schemes, layout, text, and dynamic content greatly improve user interaction. The study confirms that well-designed, personalized ads are essential for effective digital marketing targeted at young adults with a tech interest. It also emphasizes the importance of analyzing user data and behavior patterns to make ads more effective. The conclusion is that personalized and visually appealing Instagram ads are key to attracting and engaging this audience, despite some limitations.
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Student Perceptions and Sense of Self-efficacy Regarding Interface Design and Consistency in an Online Learning EnvironmentReeder, Elaine M. 12 1900 (has links)
The purpose of this exploratory study was to investigate student perceptions of the design and consistency of the online learning environment in relation to motivation, satisfaction, and self-efficacy. Through surveys, think-aloud observation sessions, and reflection interviews, data were collected concerning student perspectives of design and consistency in the online learning environment. SPSS was used to process the survey data and a multi-step process was used to code the observations and interviews. Nine categories emerged from the analysis: (1) frustration; (2) excitement; (3) feeling of being lost; (4) confusion; (5) disgust; (6) positivity; (7); anxiety; (8) understanding; (9) action. The findings are discussed and recommendations for future research are provided to inform future development of online courses.
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An Ethnography of Direct-to-Consumer Genomics [DTCG]: Design Anthropology Insights for the Product Management of a Disruptive InnovationArtz, Matthew 08 1900 (has links)
Direct-to-consumer genomics (DTCG) health testing offers great promise to humanity, however to date adoption has lagged as a result of consumer awareness, understanding, and previous government regulations restricting DTCG companies from providing information on an individual's genetic predispositions. But in 2017 the broader DTCG market which also includes genealogical testing demonstrated exponential growth, implying that DTCG is starting to diffuse as an innovation. To better understand the sociocultural forces affecting diffusion, adoption, and satisfaction, qualitative ethnographic research was conducted with DTCG genealogy and health consumers. The data was qualitatively analyzed using thematic analysis to understand the similarities and differences in beliefs, attitudes, intentions, and mediating factors that have influenced consumers. Design anthropology theory and methods were used to produce ethnographically informed insights. The insights were then translated into actionable product management and business strategy recommendations.
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Mensch-Technik-Interaktion - Nutzergerechte Gestaltung telemedizinischer Anwendungen in der BewegungsrehabilitationJankowski, Natalie 05 June 2023 (has links)
Die technikgestützte Rehabilitation wird im Rahmen der Schlaganfallbehandlung als therapeutisches Verfahren zur Wiedererlangung der motorischen Bewegungsfähigkeit oberer Extremitäten eingesetzt. Zudem wächst durch die Digitalisierung des Alltags und den demographischen Wandel das Forschungsinteresse an telerehabilitativen Behandlungskonzepten, die die Schlaganfallversorgung durch den Einsatz von Informations- und Kommunikationstechnologien ergänzt sowie erweitert. Dabei wird das Ziel verfolgt, einen dauerhaften und nachhaltigen Therapieerfolg zu ermöglichen. Durch die Möglichkeit zur Vernetzung der stationären sowie ambulanten Rehabilitation mit der Nachsorge soll eine kontinuierliche, über die notwendigen Gesundheitssektoren der Schlaganfallbehandlung hinweg, eine Begleitung der Patient:innen durch die betreuenden Behandler:innen gewährleistet werden.
Der erfolgreiche Einsatz entsprechender Therapiesysteme in der Nachsorge verlangt einen benutzerzentrierten Entwicklungsprozess. Ausgangspunkt sollten die von den beteiligten Nutzer:innengruppen gestellten Anforderungen an derartige Systeme sein. Das Ziel der vorliegenden Arbeit besteht darin, auf verschiedene Aspekte des Technikeinsatzes und die damit einhergehende Zufriedenheit sowie Akzeptanz der technikgestützten Schlaganfallrehabilitation und Nachsorge der beteiligten Nutzer:innengruppen einzugehen.
Eine Kombination aus drei explorativen Untersuchungen, einer Grundlagenbefragung und zwei empirischen Feldstudien, analysieren abhängige Faktoren des Technikeinsatzes, um entsprechende Auswirkungen auf die Entwicklung und Praxis abzuleiten. Im Rahmen der Grundlagenbefragung werden das Nutzungsverhalten sowie die Nutzungsbereitschaft von Informations- und Kommunikationstechnologien von Schlaganfallpatient:innen und Behandler:innen analysiert. Daraus abgeleitet werden notwendige Ressourcen, die bereitgestellt werden müssen, um technikgestützte Verfahren sowohl in der Rehabilitation als auch Nachsorge zu ermöglichen. Die erste empirische Studie untersucht Veränderungen im Nutzer:innenerleben, der Zufriedenheit und Technikakzeptanz, zwischen zwei Therapiegeräten in der klassischen Versorgung mit zwei experimentellen Therapiesystemen mit visuellem und zum Teil haptischem Feedback. In einer zweiten Feldstudie werden zeitbezogene Veränderungen untersucht, die bei längerfristiger Nutzung über zehn Behandlungseinheiten mit dem Bi-Manu-Interact auftreten können. / Using technically assisted rehabilitation in stroke treatment as a therapeutic procedure to regain motor mobility of upper extremities. In addition, the digitalisation of everyday life and demographic change are increasing research interest in telerehabilitative treatment concepts, which supplement and expand stroke care by using information and communication technologies. The aim is to achieve lasting and sustainable therapeutic success. The possibility of integrating in-patient and out-patient rehabilitation with aftercare is intended to ensure that patients are continuously accompanied by the attending physicians across the necessary health sectors of stroke treatment.
The successful use of appropriate therapy systems in aftercare requires a user-centered development process. The starting point should be the requirements placed on such systems by the user groups involved. The aim of the present study is to deal with different aspects of the use of technology and the associated satisfaction as well as acceptance of the technology-supported stroke rehabilitation and aftercare of the participating user groups.
A combination of three explorative studies, a basic survey and two empirical field studies analyse dependent factors of the use of technology in order to determine corresponding effects on development and practice. The basic survey analyses the usage behaviour and readiness of stroke patients and therapists to use information and communication technologies. From this, resources are derived to enable technology-supported procedures in rehabilitation and aftercare. The first empirical field study investigates changes in user experience, satisfaction and technology acceptance between two therapy devices in classical care with two experimental therapy systems with visual and partly haptic feedback. The second field study investigates time-related changes that can occur with long-term use of more than ten therapy units with the therapy system "Bi-Manu-Interact".
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Разработка пользовательского интерфейса с использованием нейронных сетей для прогнозирования поведения пользователя в мобильном приложении по сопровождению ВИЧ+ детей : магистерская диссертация / Development of a User Interface Using Neural Networks to Predict User Behavior in a Mobile Application for Supporting HIV+ ChildrenГринько, А. Ю., Grinko, A. Y. January 2024 (has links)
Object of the study - user behavior scenario in a mobile application. The purpose of the work is to design interfaces for creating a user-friendly and intuitive mobile application that will help improve the quality of therapy for children suffering from HIV. Research methods: methods of generating ideas, methods of activating creative thinking, paired comparison method, expert assessment method, machine learning methods. Results of the work: user interfaces were developed and tested using an algorithm for predicting user behavior. The novelty of the results obtained is manifested in the possibility of creating an adaptive user interface that can predict and respond to the needs and behavior of children with HIV+, this can significantly improve the quality of support and support for such children, providing an individualized approach to each user. The theoretical significance of the work lies in the development of new approaches to analyzing user behavior and creating a user interface taking this data into account. The practical significance lies in the possibility of improving the quality of therapy for children suffering from HIV by creating a convenient and intuitive mobile application. / Объект исследования – сценарий поведения пользователя в мобильном приложении. Цель работы – проектирование интерфейсов для создания удобного и интуитивно понятного мобильного приложения, которое поможет улучшить качество терапии для детей, страдающих от ВИЧ. Методы исследования: методы генерации идей, методы активации творческого мышления, метод парных сравнений, метод экспертных оценок, методы машинного обучения. Результаты работы: разработаны и протестированы пользовательские интерфейсы с использованием алгоритма прогнозирования поведения пользователя. Новизна полученных результатов проявляется в возможности создания адаптивного пользовательского интерфейса, который может предсказывать и реагировать на потребности и поведение детей с ВИЧ+, это может значительно улучшить качество сопровождения и поддержки таких детей, обеспечивая индивидуализированный подход к каждому пользователю. Теоретическая значимость работы заключается в разработке новых подходов к анализу поведения пользователей и созданию пользовательского интерфейса с учетом этих данных. Практическая значимость заключается в возможности улучшения качества терапии для детей, страдающих от ВИЧ, путем создания удобного и интуитивно понятного мобильного приложения.
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