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Evaluation of usability and user experience of an m-learning environment, custom-designed for a tertiary educational contextHarpur, Patricia-Ann 02 1900 (has links)
Undergraduate software engineering learners demonstrate a lack of motivation with face-to-face classroom education. Limited access to the Internet via PCs and laptops, hinders effective communication and collaboration. However, the majority of learners enrolled for studies in tertiary education, have cellphones and are proficient in the use of digital technology. A technology-enhanced m-learning solution is indicated.
This research project evaluates the usability and user experience of an m-learning environment, custom-designed for a tertiary educational context and delivered by mobile handheld devices, features a synthesized framework of categories and criteria, and determines the nature and scope of an emergent digital divide.
A design-based research model suited to the context of the study is implemented, gathering quantitative and qualitative data from experts and learners by survey questionnaires. Analysis of data highlights usability and UX problems, provides insight into an emergent digital divide and suggests guidelines specific to the design of m-learning implementations. / Educational Studies / M. Sc. (Information Systems)
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User Experience Design as a Building Block in a B2B Company’s Market Strategy : An empirical study of how the user experience of a software service can be used to create increased customer valueHåkanson, Josefin January 2020 (has links)
The after-sales pricing industry has, as many other industries, transformed with the digital era which have enabled automatization and scalable solutions. For companies pricing over 35 000 after sales items, scalable, digital solutions is needed. “The Company” International AB offers their SaaS solution Price, which integrates with the company’s ERP system and helps gain as much profits as possible by assisting with value-based pricing. But lately, “The Company” has realized to be able to be market leading they need to ensure a better user experience (UX). This research’s aim was to understand how design affect customer value by understanding what UX factors are important to succeed in a B2B after-sales spare part market. The main research question were thereby: How do the UX design affect the customer value on an after sales digital service?. An important note to make is that this study will focus on the market, UX design trends and customers and their needs – not how the design should be done per se (e.g. “this button should be green, not blue”). From the literature review, the sub-elements of UX were found to be Functionality, UI Design, Usability and Affect. Moreover, Organization is found to be a vital part to enable as good the UX as possible. The review suggested all sub-elements and their units could play a part of creating enhanced customer value. The study is based upon qualitative interviews, followed up by a quantitative validation form studying the sub-elements and CSI. The interviews were held online with video calls and lasted for about 1–1,5 hr. The findings verify earlier studies and implications, that all UX sub-elements do affect customer value significantly. The factor with least correlation to CSI is functionality which could be explained by being a hygiene factor, not motivator factor. Another finding, in contrary to B2C research, suggests that positive emotions is not wished for in B2B software’s as the users are “forced” to use the software as it is a part of their job, but this implication need to be further researched. To be able to use UX as a market strategy “The Company” is advised to, within the product development team, not only prioritize new functionalities but also improving existing functionalities. It is also advised to share UX goals and vision throughout the different division working with Price. Some actions advice to take to enhance Price’s UX is making error messages actionable, enabling the user to save drafts in wizards and make it possible for the user to terminate any actions in the system.
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Digital Age: A Study of Older Adults' User Experiences with TechnologyAllegra W Smith (11104764) 23 July 2021 (has links)
<div>Older adults aged 60+ represent the fastest growing segment of the US population, yet they are rarely seen as users of technology. Members of this age cohort often struggle with the material and conceptual requirements of computing—such as clicking small targets or remembering usernames and passwords for account logins—leading them to adopt technologies like smartphones and social media at much lower rates than their younger counterparts. Digital devices and interfaces are not typically designed with older adult users in mind, even though all users are always aging, and the “silver economy” represents a powerful, and often untapped, market for technological innovations. The little existing research in this area often conflates age with disability, framing elders according to a deficit model. While it is certainly important to consider the impacts that aging bodies have on technology use, they are not the sole factor shaping usage for older age cohorts. Moreover, if we reduce elder users to their “impairments,” we risk stereotyping them in ways that curtail design possibilities, as well as these users’ possibilities for full participation in digital life. For this reason, studies of technology users aged 60+ and their communities are necessary to shed light on the multifaceted needs of older age cohorts, and the interventions into technology design, documentation, and education that can help them reach their digital goals. </div><div><br></div><div>To build an understanding of the unique technology use of a group of the oldest Americans (aged 75+), as well as to assess their needs and desires for digital engagement, I conducted interviews and observations with computer users in a senior living community. Data collection revealed a great diversity of computing purposes and activities, ranging from social functions such as email and messaging, to managing finance and medicine, to art and design applications, and beyond. Moreover, participants’ accounts of how and where they developed their computing skills shed light on their motivations for engaging with technology, as well as their fears of technology’s intrusiveness. Analysis of participants’ performance on a series of digital tasks yielded insights into physical and cognitive factors, as well as a clear divide in forms of knowledge and mental models that older adults draw upon when attempting to engage with technology. To conclude, I provide recommendations for technology design and education, as well as future research to account for age as a factor mediating user experience.</div>
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Biopolis : Ett Spelprojekt om Klimat- och Beteendeförändring / Biopolis : A Game Project about Climate- and Behavior ChangeSvensson, Rasmus January 2021 (has links)
Klimatförändring är något som sker naturligt på vår planet. Vad man dock har upptäckt under de senaste 100 åren, är att vi människor har påskyndat denna process och därmed satt planetens naturliga cykel ur balans. Forskare förutspår drastiska förändringar i framtiden. Torka och begränsad åtkomst till dricksvatten. Höjning av havsnivån. Extremaväder. M.m. Ändå händer det inte så mycket som man tycker att det borde göra. En förändring måste ske. Så vad kan jag, som grafisk designer, göra för världen? Ett av de stora problemen inom detta ämne är attdetta är något man inte vill tala om i samhället. Det är ett tungt ämne och det är förståeligt att mangärna vänder ryggen till. Därför har jag anpassatmitt projekt till att tackla detta dilemma genom attutnyttja ett medium som har möjlighet att fångauppnärksamhet på ett öppensinnat sätt. Genom rolig aktivitet och lättsam stämning hoppas jag att fler ska vara öppna till förändring. För att uppnå detta har grafisk formgivning använts för att gestala projektets identitet med stöd från färgteori och beteendevetenskap. Även teorierna om nudging och learning by doing har spelat en rolli arbetet som mynnat ut i ett brädspel med fokus på användarupplevelsen. / Climate change is something that happens naturally on our planet. What has been discovered over the last 100 years, however, is that us humans have accelerated this process and put the planet’s natural cycle out of balance. Researchers predict drastic changes in the future. Drought and limited access to drinking water. Increasing sea level. Extreme weather. Etc. Despite this not as much happens as you think it should. A change must happen. So what can I, as a graphic designer, do for the world? One of the big problems about this topic, is that this is something people avoid talking about in society. It’s a heavy subject and it’s understandable that people would rather turn their back on it. Therefore, I have adapted my project to tackle this dilemma by using a medium that has the opportunity to capture attention in an open minded way. Through fun activity and light-hearted atmosphere, I hope that more people will be open to change. To achieve this, graphic design has been used to shape the project’s identity with the support of color theory and behavioral science. The theories of nudging and learning by doing have also played a role in the work, which resulted in a board game with a focus on user experience.
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Informační systém pro podporu prodeje / Information system for sale supportŠtupák, Branislav January 2018 (has links)
The diploma thesis deals with design and implementation of the information system for sale support. In the first part of the thesis is done market analysis and described legislative requirements. These theoretical findings are further applied in the design part of the system. System is designed in spirit of good user experience(UX). Application is created with offline-first approach by React Native framework for cross-platform development of mobile applications. Synchronization between end point devices is done by CouchDB database system.
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Rozšířená realita pro deskovou karetní hru / Augmented Reality for Desk Board GameRichter, Jiří January 2018 (has links)
Cílem této práce je vytvořit systém, který bude vylepšovat zážitek z hraní deskových a především karetních her, promítáním relevantních multimediálních informací do herního prostoru. V první části jsou popsány přínosy deskových a karetních her. Dále jsou představeny principy rozšířené reality a jejich použití při návrhu takového systému. Navržený systém je rozdělen na tři moduly. Prvním z nich je modul, který analyzuje stav hry na stole v reálném světe --- poskytuje informace o aktivitě hráčů a jaké typy herních objektů se vyskytují na stole. Druhým je modul, který se stará o řízení celého systému, poskytuje uživatelské rozhraní pro kalibraci systému a implementuje stavový prostor hry, pro kterou je systém určen. Třetím je modul, který poskytuje výstup systému --- vytváří multimediální obsah, který je po-té promítnut na stůl, a je relevantní k aktuálnímu stavu hry. Na závěr je navržený systém implementován pro karetní hru Bang, otestována jeho schopnost udržovat krok se stavem hry v reálném světě a provedeno testování na uživatelích.
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Distance students' experiences on a learning management system : Focusing on Moodle from user experience perspectiveJung, Yongho January 2021 (has links)
Distance learning offered to students by Swedish universities has continued to increase, which has led to an increase in the use of learning management system (LMS). Recently, due to the pandemic, many universities have temporarily made university classes compulsory as distance through remote learning, and the importance of LMS is also emerging. However, there is a problem that the dropout rate of remote students is significantly higher than that of on-campus students. Therefore, this qualitative study aims to propose various suggestions to enhance students' learning experience by understanding their perception and experience of using Moodle, one of the popular LMS platforms, for the distance students of Information system master program of Linnaeus university. When evaluating the system as a model for this study, David (1989)'s Technology acceptance model (TAM), which has already been verified in many studies, was considered first, but this model does not take into account the feelings of system users. After that, Hassenzhal's UX model was finally adopted as a model for this study. However, this study shows that Hedonic attributes, one of the elements of Apparent product character of this UX model, does not play any role for evaluating UX in LMS platforms such as Moodle. The reason for this is that users think of Moodle as a learning information tool only for their study purpose, and their identification and social communication are significantly poor in the platform. Also, Moodle does not provide any stimulation to their feeling. As the research method, semi-structured interviews were conducted through Skype or Zoom with 7 Moodle users from 5 different nationalities who voluntarily applied for the interviews. As a result, it was found that 8 issues (Usability and design of the main page and dashboard, information distributed across multiple platforms, notification and landing issue, lack of awareness of students about some features of Moodle, presence of unnecessary features, slow website speed, low use of mobile applications, non-standardized course page design) on Moodle through their past experiences that could be detrimental to the user experience. Based on the findings, this paper will discuss various suggestions to improve Moodle's UX for distance students’ better learning experience.
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Nástroj pro podporu neformální specifikace pro mobilní zařízení / Tool for Informal Specification for Mobile DevicesRzyman, Daniel January 2013 (has links)
This thesis aims to design an effective solution of supportive tool in field of the informal specification. Solution is based on the application for mobile devices with touch screens, Apple iPad. Design of the final product is supported by many studies, in particular those analyzing field of the informal specification, technical features, user interfaces, implementation methods and user experience testing. Thesis defines functional requirements for application development accompanied by design and the implementation of three different graphical user interfaces. Important in this thesis is the evaluation of the user experience testing, which defines future development.
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Hur Habitica stödjer de psykologiska behoven autonomy, competence och connectedness för bibehållen motivation : En kvalitativ studie av den digitala uppgiftshanteraren Habitica, gamification och inre motivationVikström, Emma, Karlström, Rebecka January 2020 (has links)
The task manager Habitica was studied to explain 1) How Habitica motivates by satisfying the psychological needs identified by SDT and 2) Why users keep using Habitica. Based on theories of gamification, motivation and the theoretical framework METUX an interview study was conducted with 10 participants followed by a thematic analysis. Personalization, avatars, responsibility toward party members and different rewards were identified as motivating factors. However, some participants experienced the opposite with some of the factors mentioned. The motivating factors identified by the study could be connected to one or more psychological needs, based on the theoretical framework of the study. More research is necessary to determine if the findings apply to other settings outside of the context of the study. / Uppgiftshanteraren Habitica studerades för att svara på: 1) Hur tjänsten motiverar genom att tillfredsställa psykologiska behov från SDT och 2) Varför användare fortsätter att använda Habitica. Studien utgick från teorier om gamification, motivation och ramverket METUX. En intervjustudie utfördes med tio användare varpå en tematisk analys utfördes. Personlig anpassning, avatarer, socialt ansvar och olika belöningar identifierades som motiverande faktorer. Däremot hade vissa av dessa faktorer motsatt effekt i vissa fall. Motiverande faktorer som identifierats genom studien kunde kopplas till ett eller flera psykologiska behov. Dessa kopplingar gjordes utifrån studiens teoretiska ramverk. Mer forskning behövs för att avgöra om den här studiens fynd gör sig gällande i andra kontexter och i ett större sammanhang.
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Uživatelské rozhraní systémů řízení výuky Návrh a ověření funkčních kriterií jako podklad pro dílčí evaluaci / User Interface of Learning Management Systems Design and Validation of Functional Criteria as Basis for a Partial EvaluationOvesleová, Hana January 2017 (has links)
Main topic of this thesis is evaluation of user interfaces of learning management systems (LMS). It is the users and their interaction with the system who are the focus of user interface design within the field of Human Computer Interaction (HCI), and that is why user experience was taken into account for interface evaluation. The aim of the thesis was proposition of function criteria field that reflect users' requirements on the system and that can therefore serve as a basis for partial LMS evaluation. Within the scope of HCI interdisciplinarity, we focused on technical-psychological view (computer - human), complemented by the field that reflects the very purpose of LMS - pedagogical process. We believe that combination of general function criteria, which can be applied to any system, and learning content criteria is crucial for LMS evaluation, together with criteria concerning distribution forms and work methods. Based on defined areas, LMS Unifor courses from 2012- 2014 period of time and LMS Moodle courses from 2015-2017 period of time were evaluated using qualitative and quantitative research methods. The output of the research is a set of function criteria, which we regard to be elementary and suggest to be taken into account when considering a LMS.
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