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Generation Z users' attitudes towards online video advertising : Youtube video platformJi, Shichen, Feng, Shiyi, Xie, Mingshun January 2022 (has links)
Generation Z has been in a high-pressure environment for a long time, whether studying or working, and everyone is in a fast-paced attitude of life. The online world, especially video software, is very popular among the Generation Z crowd because these video software can provide fast, convenient, and decompressed content. And when browsing videos, one thing that has to be mentioned is the advertisements. The frequent presence of ads has led to the rapid growth of membership on various platforms. However, YouTube is the most popular video sharing platform in the world. This paper investigates the attitude of the Generation Z user group towards online video ad placement on YouTube. Also, this paper studies and analyzes the value perceptions of Generation Z users. Also, this paper investigates whether users are equally influenced by the experience of ads on similar video software platforms and whether they have common influencing factors. This paper focuses on the impact of three ad delivery methods on Generation Z users' experience, including skippable ads, non-skippable ads, and five-second skippable ads. This paper will use qualitative research methods to conduct one-on-one interviews with respondents to study and analyze the results.
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Double Hexagon: A Human-Centred Design Framework for InnovationMotamer, Vajiheh Aida January 2021 (has links)
Healthcare systems need to adjust services and methods to accommodate the needs, desires, and capabilities of people. Experience-Based Co-Design (EBCD) is the state of the art in participatory service design within the UK National Health Service (NHS), that draws upon design tools and ways of thinking in order to bring healthcare staff and patients together to improve the quality of care. The Co-design process that is integral to the EBCD approach is powerful but also challenging, as it requires active collaboration among multidisciplinary teams, including organizational stakeholders (e.g., investors, managers, advocates, etc.), end-users (e.g., staff, patients, carers, etc.), designers/researchers, and developers. Over the last decade, given the evaluation of the EBCD approach, there has been a gap between theory and practice resulting in limited outcomes in healthcare service improvements. Systematic reviews suggest this low success results from the lack of a systematic elaboration of Co-Design methods, limited tools and insufficient guidance on the ideation process, the tendency to develop a solution without enough divergent thinking, and a poor structure of participation. In order to improve health care services and address the gaps mentioned, we propose a methodology called Double Hexagon, that includes principles of Co-Design, Human-Centred Design, and Design Thinking. This framework is a Human-Centred Design framework that seeks to assist designers and non-designers in moving from designing “product” categories to designing for “people” by providing a concrete and step-by-step realization for “Designing for People”. / Thesis / Master of Science (MSc)
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[en] DESIGN PROJECTS ON THE UNDERGRADUATE PROGRAM IN DIGITAL MEDIA AT PUC-RIO: EVALUATION CRITERIAS BASED ON THE CONCEPTS OF PROJECT S SYNTHESIS, LANGUAGE OF FORM AND USER EXPERIENCE / [pt] PROJETOS DE DESIGN NA HABILITAÇÃO EM MÍDIA DIGITAL DA PUC-RIO: CRITÉRIOS DE AVALIAÇÃO FUNDAMENTADOS NOS CONCEITOS DE SÍNTESE PROJETUAL, LINGUAGEM DA FORMA E EXPERIÊNCIA DO USUÁRIOAXEL HERMANN SANDE 19 September 2016 (has links)
[pt] Desde o final dos anos 1980, inúmeras áreas de atuação do design passaram
a ser viabilizadas através das tecnologias computacionais. Novos ambientes acadêmicos
dedicados às mídias digitais estão sendo concebidos e, por suas particularidades,
adotam enfoques ainda não consolidados no campo de conhecimento do
design. No caso da habilitação em Mídia Digital da PUC-Rio (Pontifícia Universidade
Católica do Rio de Janeiro), implementada em 2007 no curso de graduação
em Design, seu corpo docente ainda não conta com professores graduados em design
de mídia digital, já que os primeiros profissionais formados nesta habilitação
graduaram-se recentemente. Isso faz com que a habilitação seja estruturada por
meio de diferentes áreas do saber e possibilita diferentes expectativas quanto aos
resultados a alcançar nos projetos para mídias digitais. Quando confrontadas, estas
diferenças de expectativa ora priorizam os aspectos formais do projeto, ora privilegiam
as possíveis experiências daqueles que venham a utilizar os dispositivos
projetados. A presente tese investiga os critérios utilizados para a avaliação acadêmica
de projetos, tendo como universo de pesquisa os trabalhos de conclusão de
curso desenvolvidos pelos alunos da habilitação em Mídia Digital. Como objetivos
da pesquisa estão o destaque e a análise de tais critérios de avaliação acadêmica de
projetos de design com base nos conceitos de síntese projetual, linguagem da forma
e experiência do usuário. / [en] Since the 80s, many areas of expertise in the design field became possible by
means of computer technology. Academic environments dedicated to digital media
have been conceived and operate via approaches that remain unconsolidated in the
field of design knowledge. In the case of the undergraduate program in Digital
Media Design at PUC-Rio (Pontifícia Universidade Católica do Rio de Janeiro),
implemented in 2007, professors graduated in digital media are still absent since the
few designers that successfully completed this academic degree are recently graduated.
This aspect contributes to the mixture of different areas of knowledge and
permits different expectations as of the results to be pursued by digital medias.
These expectations emphasizes, in one hand, the formal aspects of the project
and, in the other, the possible experiences of the consumers of such project.This
dissertation investigates the criteria used for the academic evaluation addressed
to the projects final results and shall be constructed through the key concepts of
project synthesis, language of form and user experience.
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Exploring teachers experience with learning management systems within flexible learning environmentsHoltzberg, Joel January 2022 (has links)
New types of emerging classrooms called flexible learning environments change the traditionalclassroom structure by removing barriers previously set by the room. Within these environments learningmanagement systems (LMS) are used by teachers to support them in their daily operations. The digitaltransformation of education presents new challenges of designing LMS for flexible learning environments.The research question for this study is as follows: “How do teachers experience learning managementsystems within flexible learning environments?” The aim of this study is to gain insights into teachers'experience with the use of LMS in flexible learning environments; and how the teachers experience theirdevelopment of digital competence to use the systems in their teaching. The study resulted in four themesof experiences (1) Lack of adoption, (2) Control within the system, (3) Collaboration and competencedevelopment, (4) Direct feedback and interactions. The insights of the themes of experience are presentedin the form of design propositions.
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Study of the impact and usage of an audience engagement tool at live eventsFunkquist, Martin January 2019 (has links)
This paper describes the process of evaluating an audience engagement tool developed by a company called Stagecast. It is evaluated using the system usability scale, which is a common and simple way of measuring the usability of an application. The process starts with developing a feedback moment for the application that includes questions from the system usability scale. The application is then first tested in a laboratory setting with the feedback moment launched after an event, and second, it is tested in a real live event. The results in this paper indicate that the overall satisfaction with the Stagecast application was average, based on scoring of previous usability tests, with a score of 65.96 for the SMASK live event, though the participation in the feedback moment was limited. / Den här rapporten beskriver processen för utvärderandet av en produkt för att engagera publiken under live event som utvecklats av företaget Stagecast. Produkten är utvärderad med hjälp av system usability scale (SUS), vilket är ett vanligt och simpelt sätt att mäta användarvänlighet för applikationer. Processen börjar med att utveckla en feedback moment för applikationen som innehåller frågor från system usability scale. Applikationen är sedan testad i en studio där feedbackmoment lanseras efter eventet. Steg nummer två är att lansera feedbackmoment efter ett live event. Resultaten i den här rapporten indikerar att generella tillfredsställelsen med Stagecast applikationen var medel, baserat på en sammanställning av tidigare undersökningar med SUS. Poängen blev 65.96 för SMASK eventet, men deltagandet i feedbackmoment var begränsat.
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Procurement of a new system, merging public agency aspects and system users : A design case study at the Swedish Tax AgencyLennartsson, Linnéa January 2021 (has links)
The objective with this study was to find what limitations and challenges there are when creating a new development and design on internal systems at a governmental agency. Developing a system within a governmental agency is dependent on defined requirements to develop an approved system. The “Regleringsbrev”, required aspects and the government constitutes the decision support at an agency. A governmental agency offered to be part of the inquiry of this thesis with a system utilized by caseworkers that was investigated. The method used was a concept study and a design study which included a survey of the agency’s requirements and a User-Centered Design approach to merge users in the design process. Based on the results from the concept study a prototype was created and evaluated. The prototype had four functions that would satisfy both the users and the agency's requirements; handling submitted paper applications, viewing tax percentage data when making a decision, text proposals, and the number of clicks. The study provides insight of the process in making a development within a governmental agency. Suggestions to the appointed problem shows potential in further investigating the system, and also how other agencies cope with developing new systems. / Målet med denna studie har varit att hitta vilka begränsningar och utmaningar som uppkommer när man skapar en nyutveckling och design på interna system hos en myndighet. Att utveckla ett system inom en statlig myndighet är beroende av definierade krav för att möjliggöra ett godkänt system. Regleringsbrevet, nödvändiga aspekter samt regereingen utgör beslutstödet hos en myndighet. En av Sveriges myndigheter erbjöd sig att delta i denna undersökning med ett system som används av handläggare på myndigheten. Metoden som användes var en konceptstudie och en designstudie som inkluderade en kartläggning av myndighetskrav samt en användarcentrerad strategi för att involvera användarna i undersökningen. Baserat på resultaten från den genomförda konceptstudie skapades och utvärderades en prototyp. Prototypen hade fyra funktioner som skulle tillgodose både användarnas och myndighetens krav: Hantering av inlämnade pappersansökningar, visning av skattebeslut, textförslag samt antalet musklick. Studien ger inblick i processen att göra en utveckling inom en statlig myndighet. Förslag på det utsedda problemet visar potential i att ytterligare undersöka systemet samt hur andra myndigheter sköter utveckling av nya system.
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Improving Discoverability of New Functionality : Evaluating User Onboarding Elements and Embedded User Assistance for Highlighting New Features in a PACSEriksson, Rebecca January 2023 (has links)
The aim of this study was to explore if users of a Picture Archiving and Communication System (PACS) could benefit from User Onboarding elements and Embedded User Assistance (EUA) to discover and learn about new functionality within the system. Five sub-questions, related to perceived intrusiveness, intuitiveness, helpfulness and persuasion, as well as the need to guide users to nested functionality, were explored as well to help answer the research question. Through a combined Research through Design and Case Study approach the study resulted in a design process with four phases; Exploration, Concepting, Prototyping and Evaluation. After initial exploration and assessments, one concept was implemented in an interactive Figma prototype of the PACS. This prototype was tested and evaluated by users as well as an expert group using the Cognitive Walkthrough method. Overall positive feedback about the usefulness and intuitiveness of the suggested design proposal was found. The results suggest that implementing onboarding elements, such as highlighting features and interactive tooltips, could be a good approach to offer EUA in a PACS to help users discover and learn about new functionality. Further elaboration of the results, important considerations and suggestions regarding future implementation in a live system is discussed in greater detail in the report.
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Semantisk eller keywords? : En studie av interna sökfunktioner och användarens upplevelseStrand, Charlotte January 2023 (has links)
The idea for this study is based on a collaboration with Södra Skogsägarna Ekonomisk Förening, one of Sweden's leading forest industries, who wanted to investigate the possibilities of a new internal search function on its public website, primarily with the help of Azure Cognitive Search. Before and in connection with the implementation of a new search function, the following questions aimed to be answered: • RQ1: How does semantic search differ from keyword search? What are the limitations of semantic search today? • RQ2: In what ways does the user experience of the new search function differ from the old search function? To find answers to the questions, a literature study was conducted and case studies consisting of a survey among the website's visitors and two different user surveys. The literature study aimed to answer RQ1 and form a knowledge base for the design of the new search function by examining the search engine's history, the difference between a keyword-based search function and a semantic search function, and looking at how one expects today's smart search functions to develop. The survey included questions about visitors' use of the existing search function and perception of it. User survey number 1 was conducted with a select group of participants. The survey consisted of a number of tasks that would be performed using the existing search function to get a better picture of the user experience and help answering RQ2. When the new search function was ready for testing, User Survey number 2 was conducted where participants compared the old and the new search function by performing the same tasks with both solutions open in parallel windows. The study showed that the majority of the participants in the survey perceived the old search function as effective enough to make them satisfied. User survey 1 suggested that relevant results came too far down the results list or no relevant results were obtained at all. After implementing Azure Cognitive Search with a semantic feature enabled, test participants were able to ask questions in the search box and get answers directly at the top of the results list, which made the new search feature preferred over the old one. The literature study showed how keyword-based search is based on the principle of keywords and its occurrence in the searchable index, while a semantic search function tries to interpret the meaning behind the search term instead. / Idén till denna studie grundar sig ett samarbete med Södra Skogsägarna Ekonomisk Förening, en av Sveriges ledande skogsindustrier, som ville undersöka möjligheterna med en ny intern sökfunktion på sin publika webbplats, främst med hjälp av Azure Cognitive Search. Inför och i samband med implementeringen av en ny sökfunktion ville man besvara följande frågeställningar: · RQ1: Hur skiljer sig semantisk sökning i jämförelse med sökning mot nyckelord (keywords)? Vilka begränsningar finns det med semantisk sökning idag?’ · RQ2: På vilka sätt skiljer sig användarupplevelsen av den nya sökfunktionen med semantisk funktion i jämförelse med den gamla, nyckelordsbaserade sökfunktionen? För att söka svar på frågeställningarna gjordes en litteraturstudie samt fallstudier bestående av en enkät bland webbplatsens besökare och två olika användarundersökningar. Litteraturstudien ämnade besvara RQ1 och utgöra en kunskapsgrund inför utformningen av den nya sökfunktionen genom att undersöka sökmotorns historia, skillnaden mellan en nyckelordsbaserad sökfunktion och en semantisk sökfunktion samt se på hur man förväntar sig att dagens smarta sökfunktioner kommer att utvecklas. Enkäten innehöll frågor om besökarnas användande av den befintliga sökfunktionen och uppfattningen om den. Användarundersökning 1 utfördes med en utvald skara deltagare. Undersökningen bestod av ett antal uppgifter som skulle utföras med hjälp av den befintliga sökfunktionen för att få en bättre bild av användarupplevelsen och hjälpa till att besvara RQ2. När den nya sökfunktionen var klar för test gjordes Användarundersökning 2 där man lät deltagarna jämför den gamla och den nya sökfunktionen genom att utföra samma uppgifter med båda lösningarna parallellt. Studien visade att majoriteten av deltagarna i enkäten upplevde den gamla sökfunktionen som tillräckligt effektiv för att göra dem nöjda. Användarundersökning 1 antydde att relevanta resultat kom för långt ner i resultatlistan eller så fick man inga relevanta resultat alls. Efter implementering av Azure Cognitive Search med en semantisk funktion påkopplad kunde testdeltagarna ställa frågor i sökrutan och få svar direkt högst upp i resultatlistan, vilket gjorde att den nya sökfunktionen föredrogs framför en gamla. Litteraturstudien visade på hur nyckelordsbaserat sök grundar sig på principen om nyckelord, keywords och dess förekomst i det sökbara indexet medan en semantisk sökfunktion försöker tolka meningen bakom söktermen i stället.
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Exploring the Potential of Virtual Reality Shopping for Furniture : A Comparative Study with Web-based Retail / Möbelhandel i virtuell verklighet : En jämförande studie av handel i webb och VRErlander Klein, Ludvig January 2023 (has links)
Today there are two main ways of shopping; on a website or in a physical store, and each of them comes with its own benefits and downsides. A prototype for a store in virtual reality (VR) was created to take advantage of the unique aspects of VR, it created a shopping experience that is an improvement over web stores and has some advantages over physical stores too. According to studies done regarding visual search, 3D information such as stereoscopy can make visual search easier. This is something that was taken advantage of when creating the prototype for this work, by implementing a unique navigation and product search system. The furniture are displayed in virtual miniature showrooms, which the user can transport themselves into. By selecting a piece of furniture, alternative furniture are displayed in a grid, which can be selected to swap out the previously selected piece of furniture. This means that the user can inspect each piece of furniture in a realistic setting and scale. The grid also can be used to visualize information depending on two parameters. By taking advantage of the third dimension in VR, the value based on these parameters is visualized by the placement in height of each piece of furniture. The testing compared this VR prototype to the IKEA web store, by having the test subjects do three tasks in both mediums. Data was collected by using a questionnaire and a SAM scale. The VR store had a significantly higher valence compared to the web store, and most test subjects responded that it was likely that they would consider using a VR store over a web store. From this, it can be concluded that the VR store had an enhanced user experience compared to the web store. It was not possible to draw any conclusions regarding visual search when comparing the VR store and the web store, because the results were not conclusive enough. The test subjects found it easier to make decisions in the VR store, especially when using two parameters. This work has shown that a VR store can be created which is preferable to a web store in many ways. It can be more fun and engaging, and enable things that are only possible in VR, like sorting in three dimensions. It can also successfully incorporate some of the best qualities of retail stores, like the physical inspection of products.
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cARcassonne for Hololens 2 - Improving UX through UIWilken, Kevin Bjørn Roulund January 2023 (has links)
This paper aims to improve the UX of the AR game cARcassonne for the Hololens 2 by making changes to its UI. Previous research and existing games are analyzed to determine the changes to the UI. A questionnaire is developed using said research as well as research of other UX measuring methods such as the GEQ and UPEQ. The results show an increase in UX, but also that the AR game has problems for new users. It is discussed that UI is actually not the main problem in the UX, but rather the technology of the Hololens 2.
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