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Optimalizace použitelnosti e-shopu Vivantis.cz / Optimising usability of e-shop Vivantis.czRozhoň, Filip January 2014 (has links)
The thesis in theoretical part explains the importance of optimizing usability for e-shops and describes the whole process optimization with a focus on user testing and A/B testing. Each of optimization methods is supplemented by examples from case studies. In the practical part thesis is focused on optimizing usability of specific e-shop Vivantis.cz. It shows the practical application of optimization methods with the emphasis on user testing and A/B testing.
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UX výskum digitálnych produktov / UX research for digital productsDziaková, Barbora January 2015 (has links)
Thesis deals with the UX research from the perspective of UX professionals. The main objective of this thesis is to determine the point of view these professionals on UX research. The first partial objective of this thesis is to identify problem areas and the causes of problems in the context of UX research. The second objective is to identify how the experts assess the impact of efforts carried out in connection with the UX. The third objective is to identify the benefits of conducting UX research. Methods for achieving these objectives are conducting qualitative and quantitative research in the form of interviews and a survey targeted at 164 UX professionals. The contribution of this thesis is capturing of the views and experiences of these professionals on issues, impact assessments and benefits of conducting UX research.
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UBIQUOS - arcabouço multiplataforma para jogos colaborativos utilizando interface distribuída de usuário. / UBIQUOS - multi-platform framework for collaborative games with distributed interface.Pedro Matsumura Kayatt 25 October 2016 (has links)
O aumento no número de dispositivos móveis de alto desempenho e a disponibilidade de conexões sem fio permitiram o desenvolvimento de interfaces que são compartilhadas entre diversos dispositivos; tais interfaces são chamadas de Interfaces Distribuídas de Usuários. Esta pesquisa foca no desenvolvimento de um arcabouço que visa simplificar o desenvolvimento de jogos digitais que utilizem interfaces distribuídas, assim como analisar o atual estado da arte de outras tecnologias e arcabouços. É proposto um estudo de aceitação, utilizando parâmetros quantitativos e qualitativos, afim de comprovar as características necessárias para uma experiência fluída para o usuário. Tal tarefa é analisada através da criação de um jogo protótipo onde diversos jogadores podem jogar juntos e compartilhar informações entre diversos dispositivos. / The increasing number of high-end mobile devices and increased connection availability have allowed on the development of interfaces that can be shared between multiple devices; such interfaces are called Distributed User Interfaces. This research aims the development of a framework to simplify the development of games using distributed interfaces, as well as to assay the current state-of-art of technologies and frameworks. We propose a study of the acceptance, using both qualitative and quantitative parameters, in order to verify compliance with the necessary characteristics for a fluid user experience. This is accomplished through the creation of a prototype game in which several players can play together and share information through many devices.
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Interactive Mobile Augmented Reality For Fitness ActivitiesKoech, Irene January 2020 (has links)
Augmented reality (AR) has revolutionized the way people view the real world, AR has been used across a range of sectors. Recently, researchers examined the possibilities for improving user experience with augmented reality. However, there are few studies on adoption of AR users' interactions with online data resources. The aim of this study is proposing a mobile augmented reality interface for users to interact and engage with online data. The prototype is based on the framework of a PEAR (Public Engagement Augmented Reality) initiative for further AR development. PEAR framework provides an AR extension and enables users to engage with online information through AR representation [1]. This prototype was developed and implemented using Unity game engines C# and Vuforia SDK on the front-end, both NodeJS servers with MongoDB were used on the back-end. The prototype was tested and then used in a 2-week user study to analyse and validate the framework.
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Kognitiv tillgänglighet på webben / Cognitive accessibility onlineJensen, Martin, Ross, Mattias January 2019 (has links)
Since the start of 2019 a new law has been introduced in Sweden, it serves to regulate web accessibility conformity for all publicly funded organisations. At the same time, many services and businesses move their physical fronts to the web. With more digitalization comes a greater need for web accessibility and there might be a risk that users with cognitive disabilities are neglected or forgotten when new and advanced tools and technologies are developed. Accessibility often receives low or no priority in the private sector due to the lack of time and resources. Cognitive disabilities do not always show and there is a risk that the difficulties are not taken into account when services or webpages are developed. These disabilities can affect areas such as the ability to learn new things, memory and the ability to plan one's actions. The purpose of this study is to investigate if there is any knowledge and experience among Swedish developers concerning accessibility, cognitive disabilities and the needs those individuals might have. To perform this study the needs had to be identified and connected to the standard that acts as a base for the new Swedish law. For this purpose, theory was gathered through a literature study as a foundation for a qualitative study consisting of a series of interviews with developers from six different organisations in the Swedish private sector. The interview subjects were selected from different organisations so that their views and opinions would not be affected by one and other for the purpose of increasing the studies generalizability. The interviews were held at locations selected by the interviewees by two different interviewers. The result from the literature study showed that there was no direct support for cognitive disabilities in the standard, but there are guidelines that could be applied to some of the needs identified in the study. Furthermore, the results of the interviews showed that the general knowledge and experience concerning accessibility and specifically cognitive accessibility is very low among Swedish developers. This study is aimed towards people working with development but is also suitable for students and teachers who wish to know more about accessibility and cognitive accessibility.
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Influencers användning av sociala plattformar : En netnografisk studie om hur influencers använder Instagram för att påverka sina följare. / Influencers usage of social media platforms : A netnographic study about influencers usage of Instagram in order to influence their followers.Andegras, Ronja, Amelie, Näslund January 2020 (has links)
The study examines influencers usage of the social media platform Instagram and how their usage can affect the receiver of their content. The purpose of this study is therefore to observe how influencers are using the platform in order to influence their followers. This study is based on the question: how are the influencers using the social media platform Instagram in order to influence their followers? With the help of the Source Credibility Model, we have been able to value influencers credibility and usage during the netnographic method approach. The original Source Credibility Model consists of three factors: expertise, trustworthiness and attractiveness which helps to evaluate a source credibility. By doing this, we have been able to adapt and adjust this model to a new research area. Our analysis therefore reveals a fourth factor of this model - networking. This factor consists of two under categories: technical and social interaction. The study discovered that an influencer reaches attractivity with adjusting his or her visual content and by using functions on the social platform. The influencers collaborations and advertisement on the social platform shows on which level of expertise they achieve. Furthermore, the followers experience of the influencers content is evaluating the influencers credibility. To be able to evaluate these three factors, the influencer needs to interact with technical aspects such as social platforms and functions, but also to interact socially by giving personality and create engagement for the followers. The study also discovered a difference between male and female influencer usage of the platform, which gives their influence different impacts. This study therefore contributes the field of interest with a new model that can be used in order to examine influencer usage on different social platforms.
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Sustainable Water Saving Intervention : A digital user experience solution of more sustainable choice in daily water-use with behavioral changeZhang, Zihan January 2020 (has links)
In recent years, sustainable thinking has been gradually recognized and accepted by more and more users, enterprises, and stakeholders. However, in daily life, there is often a gap between the value of users’ pursuit of sustainable lifestyles and their behavior habits. Also, the connection between different stakeholders is often ignored. The project started by the observation of unsustainable water usage habits of some tenants in the Växjö local housing company Växjöbostäder, and investigated the gaps in the water supply/toll system of Växjö municipality for some apartment tenants and the limitations of current solutions. Therefore, it is necessary to find a more effective solution. The author attempts to guide and change the user’s behavior through design interventions led by digital user experience design, connect the gap between the user and the system, and provide a more sustainable choice. At the same time, as a precedent, this project’s attempt to apply sustainable behavioral interventions to the field of digital user experience products at the system level can also provide some reference for similar projects or designs that may appear in the future. The aim of this project is trying to find solutions to bridge the existing gap between the water management system and the apartment users’ water consumption behavior. The project studies the relevant theories of behavior, analyzes the causes of motivations that lead to behavioral and habits changing, the methods of digital user experience design, and the theory of building sustainable systems. Action research has been used as a methodological guide to design processes, analysis, and reflection. The final design outcome “Drops” is an application based on mobile platforms that develop sustainable water-using habits. The application associates gamification motivation mechanisms, behavioral habit interventions, community social sharing, and the process of using the application with the user’s actual behavior, promotes the formation of user sustainable behavior and inspires users to a sustainable society thinking. From a hierarchical analysis of the system, “Drops” connects different stakeholders in the municipal water supply system, facilitating communications between tenants and communities to achieve positive interactions that promote sustainable behavior. At the end of this article, the author analyzed the project outcome from the perspective of Växjöbostäder, one of the stakeholders and a possible product distributor, elaborated on the possible advantages of the design for the company’s ecological sustainability and the possibility of the company deploying this application in the market. Also, the author also analyzed and evaluated this project from the perspective of the product itself and different stakeholders, and explained the current limitations and the possibility of future development.
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Developer Experience of a Low-Code Platform: An exploratory studyDahlberg, Daniel January 2020 (has links)
In recent years, low-code development has become increasingly popular, enabling developers to write less code and focus on the objective. However, while proven efficient, little attention has been given to how developers experience working in these development environments. This is significant as providing unpleasant experiences could reduce the benefits of low-code platforms by leaving the developers unhappy. As such, this study aims to gain an understanding of developer experience in low-code environments. The study was conducted with an IT-company recently specialized in low-code solutions, where participants were chosen based on having prior experience with low-code development. This ensued in interviews with six low-code developers as well as a project leader. Main positive experiences found were, feeling more productive, improved customer relations, focus on the objective, shared developer understanding, and quick learnability. Key negative experiences found were, having work constrained, limited freedom and creativity, inadequate documentation, and overview, and having poor and unsafe teamwork capabilities. To the best of my knowledge this is the first study to explore developer experience in low-code development environments and stands as groundwork for future studies in low-code developer experience.
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Den upplevda e-handeln : En kvalitativ studie kring användarengagemang och användarupplevelse i e-handelsprocessen. / The e-commerce experience : A qualitative study on user engagement and user experience in the e-commerce process.Gustafsson, Carl, Losanthia, Varissa January 2021 (has links)
Under år 2020 har Sveriges e-handel sett en ökad omsättning på nästan 40procent sedan föregående år. En orsak till detta är pandemin vilket leder tillatt större krav sätts på e-handeln inte bara i kapacitet och hantering av varorutan även på webbplatsens generella anpassning och deras köpprocess. Någotsom kan påverka och hjälpa uppfylla dessa krav är användarupplevelse ochanvändarengagemang. Syftet med denna studie var att undersöka hur det ärmöjligt att påverka engagemanget hos användaren för att i sin tur höjaanvändarupplevelse i e-handel. Tidigare forskning påvisar attanvändarupplevelse och användarengagemang har en större påverkan på ehandel än vad man tidigare trott. Användarengagemang är ett begrepp som haren hög tolkningsgrad och är idag ett fenomen som fortfarande försökerdefinieras. Begreppet i sig är kontextbaserat och för att identifiera dessafaktorer har utgångspunkten varit ett ramverk som ansågs vara mest passandeför denna studie. Undersökningsmetoder som har använts i denna studie varkvalitativa intervjuer med observationer. Dessa metoder ansågs vara lämpadeför att ta reda på användarens subjektiva synpunkter samt användarens egnaerfarenheter kring upplevt engagemang och dess process. Tre huvudsakligabegrepp valdes ut från ramverket innan den empiriska datainsamlingen. Dessabegrepp är motivation, lockelse och inflytande. Begreppen hade i sin turunderkategorier som faller under det huvudsakliga begreppet. Undermotivation kunde behov, smidighet och förtroende identifieras sommotiverande faktorer vilket leder användaren att engagera sig. Under lockelsekunde navigation, kategorisering och utseende identifieras som estetiskafaktorer som påverkar användarens engagemang i e-handeln. Underinflytande kunde positiva och negativa erfarenheter identifieras sompåverkande faktorer för användningen av en e-handel. Det studien kankonstatera är att motivation tillsammans med lockelse och inflytande ärbegrepp som kan bidra till ett ökat engagemang som i sin tur påverkaranvändarupplevelsen. Det framkom att en god användarupplevelse är enbidragande faktor till ett ökat användarengagemang men ett ökatanvändarengagemang tyder inte på att en god användarupplevelse existerar. / During 2020, Sweden's e-commerce has seen an increase in sales of almost 40percent since the previous year. The reason for can be derived from thepandemic. This leads to greater demands being placed on e-commerce not onlyin the capacity and handling of goods but also on the website's generaladaptation and their buying process. Something that can influence and helpmeet these requirements is user experience and user engagement. The purposeof this study was to investigate how it is possible to influence the commitmentof the user and thereby increase the user experience in e-commerce. Previousresearch shows that user experience and user engagement have a greaterimpact on e-commerce than previously thought. User engagement is a conceptthat has a high degree of interpretation and is today a phenomenon that is stilltrying to be defined. The concept itself is context-based and to identify thesefactors, the starting point has been a framework that was considered mostappropriate for this study. Survey methods used in this study were qualitativeinterviews with observations. These methods were considered suitable forfinding out the user's subjective views as well as the user's own experiences ofperceived commitment and its process. Three main concepts were chosen fromthe framework before the empirical data collection. These concepts aremotivation, enticement and influence. The concepts in turn had subcategoriesthat fall under the main concept. Under motivation; needs, flexibility and trustcould be identified as motivating factors that get the user involved. Underenticement; navigation, categorization and appearance could be identified asaesthetic factors that affect the user's involvement in e-commerce. Lastly,under influence; positive and negative experiences could be identified asinfluencing factors for the use of an e-commerce website. What the study canconclude is that motivation together with enticement and influence areconcepts that can contribute to an increased user engagement, which in turnaffects the user experience. It emerged that a good user experience is acontributing factor to an increased user engagement, but an increased userengagement does not have to indicate that a good user experience exists.
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The Rise of the Listicle: Using Eye-Tracking and Signal Detection Theory to Measure This Growing PhenomenonFreeman, Jason Robert 01 June 2017 (has links)
As online technology continues to progress, the modes of communication through which content can be shared have exponentially grown. These include advances in navigational options for presenting information and news online. Though the listicle has been around for centuries, the internet has proliferated its growth, as content producers rely on its structure as a vehicle for sharing information. This research shows that in the case of listicles, format had no direct effect on recall, however, participants who had a greater interest in the content showed significantly higher levels of memory sensitivity. This critical finding suggests that news outlets and content producers should concern themselves with ensuring that their content is interesting and relevant to their audience more so than worrying about whether the listicle is in clickable or scrollable form. This first attempt to examine listicles by comparing their navigational difference in terms of recall performance lays a framework for future research on listicles.
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