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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
591

Potential Futures of Social Media : A Speculative Design Approach to Instagram

Hasselquist, Viggo January 2023 (has links)
Instagram has around two billion registered users at the time of writing. This puts a lot of responsibility on interaction designers as they implement changes to the user experience. This thesis proposes a speculative approach to evaluate how potential futures might alter interactive features on Instagram and in turn, how that might nurture user habits. The thesis presents a framework and model to construct plausible structures of social media platforms and is in this project used to construct four scenarios through which speculative design work is done. The model could also guide future iterations and speculations.
592

Interactive infographics for communicating sustainability : Use of an interactive infographic in explaining a complex sustainability framework for companies

Esparza Salas, Rodrigo January 2023 (has links)
The natural world is under immense and increasing pressure caused by human activity. The adjustment from a state of declining nature to a more sustainable world requires changes of social and economic activities by individuals, societies, and the private sector. There are some initiatives to assist companies in the development of more sustainable practices in their operations and their value chains that are often complex and require dedicated communication efforts. Information graphics can be an efficient multimodal method for the communication of complex information. Adding interactivity to infographics can also promote a user’s curiosity and engagement. In this study, I produced an interactive infographic using principles of human-centred design, that helps explaining a sustainability framework with illustrated example actions that companies can take in their transformation towards sustainability in their direct operations, their value chains, and associated natural environments. The sustainability actions in the framework are categorised depending on their effect on the environment: from reducing the impacts on nature, to promoting recovery and restoration of natural environment and transforming business models and attitudes. An interactive infographic format can facilitate the understanding of these different actions by combining appealing novel images, text, and the possibility to filter information on demand. The desired effect of the infographic is to be informative, to be relevant to real-life companies, and to inspire companies to learn more about sustainability methods and start their journey towards a better future. I performed usability tests and user experience surveys to obtain qualitative data to evaluate the functioning of the artefact and its desired effects. The results suggests that the infographic is informative, relevant and succeeds in engaging users in the subject of sustainability. The results also showed that functionality is an aspect of these kind of design artefacts that users value for a better experience. / Den naturliga världen är under ett enormt och ökande tryck orsakat av mänsklig aktivitet. Omställning från ett tillstånd av försämrad natur till en mer hållbar värld kräver förändringar av sociala och ekonomiska aktiviteter av individer, samhällen och den privata sektorn. Det finns några initiativ för att hjälpa företag att utveckla mer hållbara metoder i sin verksamhet och sina värdekedjor som ofta är komplexa och kräver särskilda kommunikationsinsatser. Informationsgrafik kan vara en effektiv multimodal metod för kommunikation av komplex information. Att lägga till interaktivitet till infografik kan också främja en användares nyfikenhet och engagemang. I den här studien producerade jag en interaktiv infografik med hjälp av principer för användarcentrerad design, som hjälper till att förklara ett hållbarhetsramverk med illustrerade exempel på åtgärder som företag kan vidta i sin transformation mot hållbarhet i sin direkta verksamhet, sina värdekedjor, och tillhörande naturliga miljöer. Hållbarhetsåtgärderna i ramverket kategoriseras beroende på deras effekt på miljön: från att minska påverkan på naturen, till att främja återhämtning och återställande av naturliga miljöer, och förändra affärsmodeller och attityder. Ett interaktivt infografiskt format kan underlätta förståelsen av dessa olika åtgärder genom att kombinera tilltalande bilder, text och möjligheten att filtrera information vid behov. Den önskade effekten av infografiken är att vara informativ, vara relevant för verkliga företag och att inspirera företag att lära sig mer om hållbarhetsmetoder och starta sin resa mot en bättre framtid. Jag utförde användbarhetstester och användarupplevelseundersökningar för att få kvalitativa data för att utvärdera artefaktens funktion och dess önskade effekter. Resultaten tyder på att infografiken är informativ, relevant och lyckas engagera användare i ämnet hållbarhet. Resultaten visade också att funktionalitet är en aspekt av den här typen av designartefakter som användarna värdesätter för en bättre upplevelse.
593

Interactive 360-degrees video : User experience, user interface and heads-up display for educational training scenarios in nursing education

Glinghammar, William January 2023 (has links)
This thesis explores the user experience, potential and design principles of a HUD-based user interface in combination with interactive 360-degrees videos in nursing education. A HUD-based 360-degrees video was designed around a previously recorded scenario in an emergency room and user tests were conducted on nurse educators, working nurses and a nurse student.  Data from the user tests were gathered both through observations and interviews. The results show that participants' experience was overall positive and that the technology is seen as a realistic, interesting and valuable way to educate nursing students. Although no definitive design principles could be established for interactive 360-degrees videos, the result suggests that focusing on key design principles for multimedia learning may provide a better user experience. These principles include managing extraneous, essential and generative processing. / Detta examensarbete utforskar användarupplevelsen,potentialen och begränsningarna avett HUD-baserat användargränssnitt i kombination med interaktiva 360-graders videos inom sjuksköterskeutbildning. Detta gjordes genom att designa och utveckla en HUD-baserad 360-graders video och utföra användar tester på lärare inom sjuksköterskeutbildning, arbetande sjuksköterskor och en sjuksköterskestudent. Data från användartester samlades in genom observationer samt intervjuer. Resultatet visar att deltagarnas upplevelse överlag var positiv och tekniken ses som ett intressant och fördelaktigt sätt att undervisa sjuksköterskestudenter. Resultatet tyder också på att fokus på designprinciper inom multimedielärande kan bidra med en bättre användarupplevelse.
594

How Visual Framing and Specificity Framing Influence Buying Decisionsin Fashion E-commerce

Emami, Kimia, Makarová, Andrea January 2023 (has links)
Companies face several challenges when it comes to promoting green consumption and designing effective communication strategies for sustainable products.The framing effect, which refers to the presentation of messages, can significantly influence customer perceptions and purchasing intentions. This researchexplores the impact of information framing through visuals and terms specificityon consumers’ purchasing decisions for sustainable fashion products in the online context. The method of data collection was a survey (online experiment) andinterviews were also conducted for supporting the data. The findings reveal asignificant relationship between sustainable choices and visual framing, indicating that the visual presentation of information positively influences sustainabilitydecisions. However, no significant relationship was found between the specificityof terms and sustainability. Future research is needed to examine the correlationbetween the importance of sustainability and the desirability of visual framing inproducts, as well as the relationship between the specificity of terms and sustainability since our study could only answer the relationship between visual framing and sustainability.
595

MedinAR: A Mobile Augmented Reality Concept for Medication Adherence : A Design Study and Proposal That Investigates Opportunities to Enhance Patients’ Health Literacy

Franzén, Johan January 2023 (has links)
This thesis investigates the potential of Mobile Augmented Reality (MAR) for improving medication adherence. Empirical research was conducted by interviewing patients, pharmacists, and a homecare worker. Based on insights and findings, an onboarding concept called MedinAR was developed through sketching and prototyping, with the aim of refining the idea and understanding the user experience. MedinAR leverages MAR to offer new ways of accessing and consuming medication information, making it more accessible to users. The concept, explored through four prototypes, focuses on onboarding for new medication regimes, providing an interaction flow for users to scan pill bottles, receive digital information in the physical space, and finally receive guidance on the appropriate placement of medication in the pillbox according to their medication regime. Further research is required to assess the technology's meaningful adoption, but the study's results underscore the importance of further exploring new supportive tools for medication adherence.
596

En plats för alla? : En studie om studenters användning och upplevelser av lärosätesbibliotek i efterdyningarna av covid-19-pandemin / A place for everyone? : A study of students’ use and experience of academic libraries in the aftermath of the COVID-19 pandemic

McEwan, Sarah January 2023 (has links)
I samband med covid-19-pandemins utbrott begränsade lärosätesbiblioteken tillgången till det fysiska biblioteksrummet. Samtidigt gjordes bibliotekets resurser tillgängliga digitalt i allt större utsträckning. Detta har lett till en utmaning för biblioteken i att expandera bilden av biblioteket till något mer än en samling resurser. Syftet med denna studie är därför att undersöka studenters användning och upplevelser av lärosätesbibliotek. Ett särskilt fokus ligger på att undersöka deras upplevelser av platskänsla, och biblioteket som en social mötesplats, samt om detta kan ha påverkats av covid-19-pandemin. I denna studie användes kvalitativa semistrukturerade intervjuer som metod. Resultatet har därefter analyserats genom ett teoretiskt ramverk bestående av dels Ray Oldenburgs begrepp third place, dels en samlad förståelse av begreppet sense of place, men med fokus på Edward Relphs definition av begreppet. I studien genomfördes fyra intervjuer med lärarstudenter från ett svenskt lärosäte. Studiens resultat indikerar att det kan finnas en koppling mellan studenters biblioteksanvändning och deras upplevelse av platskänsla i biblioteket, samt att covid-19-pandemin kan ha varit en bidragande faktor i detta. / In response to the outbreak of the COVID-19 pandemic, academic libraries limited access to the physical library space. At the same time, the library's resources became increasingly available digitally. This has posed a challenge for libraries in expanding the image of the library beyond a collection of resources. The purpose of this study is therefore thus: to investigate students' usage and experiences of acamdemic libraries, and to examine their experiences of sense of place and the library as a social meeting place, and whether this may have been influenced by the COVID-19 pandemic. Qualitative semi-structured interviews were used in this study. The results were then analyzed through a theoretical framework consisting of Ray Oldenburg's concept of third place, as well as a collective understanding of the concept of sense of place, with a focus on Edward Relph's definition of the concept. The study conducted four interviews with teacher education students from a Swedish university. The results of the study indicate that there may be a connection between students' library usage and their experience of sense of place in the library, and that the COVID-19 pandemic may have been a contributing factor in this regard.
597

User experience design to support users in making sustainable decisions in the context of industrial robot operating software

Yang, Mowei January 2023 (has links)
This thesis demonstrates a Research through Design process for creating user experience design to support users in making sustainable decisions. The research and design were carried out in the context of industrial robot operating software, using ABB's RobotStudio as the design basis. After specifying the scope of sustainability in this paper to energy consumption, the main research question is: How might UX design facilitate users to use industrial robots in a sustainable way to reduce energy consumption? The design not only considers the user's experience, but also considers the business profit needs. Therefore, this thesis also conducts research from the perspective of economic sustainability. Theories such as the Kano model, user pleasure, and loss aversion are used. The design result is a redesigned UI prototype based on the future vision of RobotStudio. Eco-feedback and optimization proposals are used to present energy efficiency in terms of business profit, so that users can intuitively see the results of their actions on the interface. Limitations and future research considerations are further explored.
598

Exploring User Experience and Risks of VR in Museum Exhibits : A Case Study of 1238: The Battle of Iceland

Lundmark, Tom January 2023 (has links)
This thesis investigates the User eXperience (UX) and risks associated with Virtual Reality (VR) technology in museum exhibitions. The study builds upon the Hybrid Museum Experiences: Theory and Design by Løvlie, Sundnes et al. (2022) and adopts the User eXperience in Immersive Virtual Environment (UXIVE) Model developed by Tcha-Tokey et al. (2018). The aim is to analyse the interplay between Flow, Presence, and Experience Consequence in VR experiences and assess the impact of computational skills on user engagement. Additionally, the study evaluates the effectiveness of VR exhibits in addressing common risks. Findings indicate a positive correlation between experience consequence and flow, as well as suggest a potential influence of computational skills on flow, and highlight the significance of presence in fostering engagement and immersion. The VR exhibits effectively mitigated the common risks, as reflected in positive participant feedback. This research contributes to enhancing UX in VR museum experiences and provides insights for designing immersive exhibits while managing associated risks. Further research is recommended to validate the study's inferences and delve deeper into the influence of computational skills on flow.
599

Analyzing the Elements on ASOS’s Product Pages that Attract and Impact User Purchase Intention

Gullbing, Natalie, Kristensen, Caroline January 2023 (has links)
The purpose of this study is to get an idea of what impact different elements and information has on a product page in order for the user to be inclined to purchase the product. Furthermore this research will look into the possible differences and/or similarities between genders. The data that was used in this study was obtained through a descriptive research design, specifically a survey involving structured direct observations and semi-structured interviews. This research found that the elements that were deemed the most essential in order for participants to purchase a product were the different pictures of the product and different colour alternatives. Many behavioural similarities between genders were found along with some differences. Differences such as the time it takes to decide whether or not to make a purchase was discovered. This study offers valid insights in the interactions between users and product pages with the additional focus on the differences between genders. Some limitations for this study was the fact that the sample group was relatively small, the testing was only conducted on one website, and all of the participants identified as either men and women, hence not including binary, pangender, transgender etc.
600

OakMood : A Visual Evaluation Method for Emotional Aspects of User Experience / OakMood : En visuell utvärderingsmetod för emotionella aspekter av användarupplevelse

Hedström Gustavsson, Carl Viktor January 2019 (has links)
The aim of this thesis is to investigate how images can be used to provide emotional feedback on user experience. The report describes the iterative process of developing OakMood, an image-based design evaluation method that provides designers with user generated visual feedback. OakMood enables users to provide emotional feedback on web user experience by choosing images that correspond to their experience of an interaction. The images have been rated by an online crowd according to nine emotions, hence providing emotive characteristics for each image. Results are subsequently presented as mood boards and charts to designers and stakeholders. In addition to providing emotional user feedback on design, OakMood aspires to reflect branding elements of a website. Findings in this study indicate that image-based user feedback can provide valuable insights in the design process. Furthermore, results also indicate that users find images to be an engaging and useful methodology to assess emotional response to user experience. / Syftet med denna studie är att utreda huruvida bilder kan användas för att ge emotionell feedback på användarupplevelse. I rapporten beskrivs den iterativa processen av utvecklingen av OakMood, en bildbaserad design-utvärderings-metod som förser designers med användargenererad visuell feedback. OakMood gör det möjligt för användare att förse emotionell feedback på webbaserad användarupplevelse genom att välja bilder som stämmer överens med deras upplevelse av interaktionen. Bilderna har tidigare blivit bedömda utifrån nio känslor, vilket ger varje enskild bild en unik känslomässig karakteristik. Resultaten presenteras i form av mood boards och diagram till designers och intressenter. Utöver emotionell feedback strävar OakMood efter att ge värdefull feedback på hur användarupplevelse kan spegla varumärke. Resultaten av denna studie indikerar att bildbaserad användarfeedback kan ge användbara insikter i designprocessen. Vidare indikerar resultaten att användare finner att bilder är en engagerande och lämplig metod att känslomässigt utvärdera användarupplevelse.

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