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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.
631

Investigating teacher-student interaction problem using video conferencing tools and its’ effect on Students’ motivation in online education : A prototype for showing solution

Osatian, Peyman, Azimi, Mahsa January 2023 (has links)
The worldwide crisis, Covid-19 had a tremendous influence on education system. Many higher education systems forced to change into emergency online education while challenges and problems facing in online learning process affected not only students’ population but also lots of teachers. Video conferencing tools as a technology which help users to have virtual meetings need to be effective and user friendly to provide the learning process with the same quality as face-to-face education. The goal of this study is researching about one of the important problems in online learning process which is teachers-students interaction. The primary goal of this research is to find the pain points in students-teachers interaction and students’ motivation and our secondary goal is investigating the effects of this interaction on students’ motivation and providing a solution in video conferencing tools to solve this issue using a prototype. We are using mixed methodology which is including both quantitative and qualitative methodology. Collected data from existing studies and literature review, surveys, and interview are methods which are used. Based on our research questions and the methodology for collecting data the following are studied: 1. The pain points and challenges regarding teachers’ interaction and students’ motivation in online learning 2. The effects of students-teachers interaction in students’ motivation 3. The features in video conferencing tools which can improve this interaction. All the findings present in a prototype using Figma with the goal of improving user experience of video conferencing tools for online learning purpose and solve existing problems. This prototype presented to students and teachers to get their feedbacks through an interview. With the importance of online learning in the future education, more research is needed to explore other aspects which has effect on students’ motivation and presenting other solution or features or using another research methods will bring more value to this subject.
632

Adaption of User Interfaces for the Elderly on Mobile Touch Screen Devices / Anpassning av användargränssnitt för äldre på mobila pekskärmsenheter

Baza, Amanda January 2022 (has links)
The purpose of this work was to find what User Interface adjustments are most suitable for elderly users from the age of 60. The adjustments looked upon in this research were regarding three areas: navigation, progress bar and element design. Each area consisted of two characteristics that were compared against each other. Navigation had a slide-out sidebar and top navigation bar as characteristics. While the progress bar and element design had the characteristics of with and without a progress bar as well as icons and detailed images respectively. The research method was to put these characteristics in two prototypes. Then five elderly tested these prototypes as if they were two different prototypes of an application rather than a test of a specific User Interface design. The data were analysed through three aspects for each of the areas: effectiveness (number of errors), efficiency (time efficient) and user satisfaction. The conclusion of the analysis was that the top navigation bar and progress bar were the better User Interface adoptions. While regarding the element design there was not an as clear answer. What was significant was what the image or icon represents is clear, though the elderly user seems to prefer images / Syftet med detta arbete var att hitta de användargränssnittsjusteringar som är lämpligast för äldre användare från 60 års ålder. De inkluderade justeringarna i denna forskning var dessa tre områden: navigering, förloppsindikator och elementdesign. Varje område bestod av två egenskaper som jämfördes jämt emot varandra. Navigation hade ett utdragbar sidofält och övre navigeringsfält som egenskaper. Medan förloppsindikatorn och elementdesignen hade egenskaperna med och utan förloppsindikator respektive ikoner och detaljerade bilder. Forskningsmetoden var att sätta dessa egenskaper i två olika prototyper. Dessa testades sedan av fem äldre som att de vore applikationsprototyper snarare än ett test av ett specifik användargränssnitt. Data analyserades utifrån tre aspekter för var och ett av områdena: effektivitet (antal användningsfel) och verkan (tids effektivitet) och tillfredsställelse. Analysen kom fram till att det översta navigeringsfältet och förloppsfältet var de bättre anpassningarna. Gällande elementdesignen var svaret inte lika klart. Det betydelsefulla där var att det bilden eller ikonen representerar är tydligt för användaren, däremot verkar de äldre användarna föredra bilder över ikoner.
633

Dark Patterns in Swedish Ecommerce Websites

Neem Laahanen, William January 2021 (has links)
Dark patterns are a type of user experience technique and persuasive design where, with the help of knowledge about human behavior, a design has been created that enables users or customers to make disadvantageous decisions that you would not otherwise have made. One of the areas in which dark patterns have come to be used is ecommerce websites. This study aims to find out what type of dark patterns are used on Swedish shopping websites, how often they occur, and to gain an understanding of how people who work in the industry view the phenomenon. To do this, a taxonomy based on previous work in dark patterns has been developed. This taxonomy was used to manually analyze 96 of the largest Swedish e-commerce websites. The results showed that Hidden Costs, Low Stock Messages, Misdirections and Activity Messages were the most frequently occurring dark patterns on these websites. The interviews also showed that people working in the ecommerce industry are aware that dark patterns are used. However, they do not see it as a big problem that e-commerce websites try to influence the customer to make certain decisions as long as they do not directly use false information. With this report, we contribute insights into how, and to what extent, dark patterns are used in Swedish shopping websites and therefore also raise the awareness of coercive design and its effects. / Dark patterns är en typ av användarupplevelse och konverterande design där man med hjälp av psykologi och kunskap inom mänskligt beteende skapat en design som möjliggör att du tar ogynnsamma beslut som du annars inte hade tagit. Ett av de områden som dark patterns har kommit att användas på är e-handelshemsidor. Denna studie syftar till att ta reda på vilken typ av dark patterns som används på svenska shoppinghemsidor, hur ofta de förekommer, samt få en förståelse för hur människor som jobbar inom branschen ser på fenomenet. För att göra detta har en taxonomi baserat på tidigare arbeten inom dark patterns tagits fram. Denna taxonomi har sedan fått utgöra grunden för den manuella undersökning av de 96 största svenska e-handelshemsidorna som gjorts. Resultatet visade på att Hidden Costs, Low Stock Messages, Misdirections, och Activity Messages var de allra mest frekvent förekommande dark patterns på dessa hemsidor. Intervjuerna visade även på att folk inom branschen är medvetna om att dark patterns används och ser det inte som något stort problem att man på e-handelshemsidor försöker påverka kunden till att ta särskilda beslut, så länge man inte direkt använder sig av falska uppgifter. Med denna rapport bidrar vi med insikter hur dark patterns används inom Sverige på e-handelshemsidor och därmed också för att öka medvetenheten om tvingande design och effekterna av den.
634

Effektivitet och användarupplevelse : En studie om skillnaden mellan mobiltelefon och dator avseende effektivitet och upplevelse på webbshoppar / Efficiency and user experience : A study of the difference between mobile phone and computer regarding efficiency and user experience in web shops

Areschoug, Christian, Nyberg Andersson, Linda January 2022 (has links)
I den här kvantitativa studien undersöks skillnaden i effektivitet och användarupplevelse mellan mobiltelefoner och datorer. Frågan är om effektiviteten och/eller användarens upplevelse kommer att påverkas om besökaren använder en mobiltelefon eller en dator för att utföra uppgifter på en e-handelswebbplats. I jakt på svar granskas tidigare forskning och teorier kring ämnena användbarhet, användarupplevelse och effektivitet. En jämförande forskningsdesign används där två olika webbshoppar studeras. För att undersöka effektivitet, studeras tid och använda klick, som behövs för att användaren ska kunna utföra sina uppgifter. Effektiviteten mäts genom strukturerade observationer. För att studera skillnaden i användarupplevelse genomförs strukturerade intervjuer. T-tester och värmekartor analyseras för att dra följande slutsatser. Effektiviteten påverkas inte av valet av enhetstyp men resultaten visar också att användarupplevelsen påverkas av valet av enhet. / In this quantitative study the difference in efficiency and user experience between mobile phones and computers are examined. The question is whether efficiency and/or the user's experience will be affected if the visitor uses a mobile phone or a computer to complete tasks on an e-commerce website. In search of answers, previous research and theories on the topics of usability, user experience and efficiency are reviewed. Acomparative research design is used where two different webshops are studied. To examine efficiency, time spent and clicks used, needed for the user to achieve their tasks is measured in structured observations. To study the difference in user experience, structured interviews are conducted. T-tests and heatmaps are analyzed to draw the following conclusions. Efficiency is not affected by the choice of device type but results also show that the user experience is affected by the choice of device.
635

Co-designing with neurodiverse population : Exploring how people with ADHD and dyslexia experience video streaming platforms

Santos, Thays January 2022 (has links)
Users are shifting from traditional TV to video streaming platforms because of the flexibility of using these media. However, most studies on accessibility in media streaming platforms explore physical impairments. Despite ADHD and dyslexia affecting around 5 and 10 percent of the population, studies combining the experience in streaming services and this neurodiverse group are still limited. This study aims to understand how people with ADHD and dyslexia experience video streaming platforms. The investigation involved recruiting people from this neurodiverse population who consume streaming and facilitate sessions with semi-structured interviews and co-design. The results show that the participants did not always show empowerment to express their needs. The study suggests an explanation of the topics that will be covered during the sessions to prepare the participant for the co-design. By doing so, the participants can reflect on their experiences beforehand. Similarly, sending them a summary of how the design methodology works might help participants understand the importance of the process, giving them more empowerment before the session starts. These suggestions can support future studies involving this neurodiverse group to be more inclusive. / Mediakonsumenter flyttar från traditionell TV till streamingplattformar eftersom de är mer flexibla. De flesta studierna om tillgänglighet på streamingplattformar handlar däremot enbart om fysiska funktionsnedsättningar. Trots att ungefär 5 till 10 procent av befolkningen antingen har ADHD eller dyslexi är de få studier som tar upp neurodiversitet i samband med streamingtjänster. Den här studien försöker förstå hur personer med ADHD eller dyslexi upplever videostreamingplattformar. Undersökningen gick ut på att personer från den neurodiversa gruppen som använde streamingplattformar fick delta i semi-strukturerade intervjuer och co-design-sessioner. Resultaten visar att deltagarna ibland inte kände att de hade möjligheten att säga vad de tyckte. Den här studien föreslår att de ämnen som ska behandlas förklaras på förhand så deltagarna kan förbereda sig inför sessionen. Deltagarna kan på så sätt reflektera över sina egna erfarenheter på förhand. Att skicka en sammanfattning av hur designmetodik fungerar kan också hjälpa deltagarna förstå vikten av designprocessen, vilket stärker dem innan sessionen börjar. Den här förslagen är några sätt att öka gruppens makt i design-sessioner som möjliggör att framtida studier kan bli mer inkluderande.
636

Konceptutveckling av SkiErg-handtag : Ett utstakat konceptförslag i samarbete med Concept2 Sverige

Andersson, Frida January 2023 (has links)
Concept2 är en ledande leverantör av konditionsutrustning, inklusive roddmaskiner, stakmaskiner och träningscyklar. Deras produkter möjliggör konditionsträning oavsett väderförhållanden. SkiErg är en stakergometer som används för att träna kondition och styrka i armar, bål och ben. Användare inkluderar längdskidåkare, allmänna träningsentusiaster och Crossfit-utövare. Redskapet levereras med ett remlöst handtag som kan bytas ut mot ett skidhandtag. Den stora utmaningen var att byta handtag då dagens montering klassas som halvpermanent. Projektets syfte var att skapa en förbättrad användarupplevelse av Concept2 SkiErg handtag samt främja social hållbarhet genom att sätta individens behov i fokus. Projektet avser också att ge studenten en inblick i hur det är att leda och genomföra en hel produktutvecklingsprocess, från planeringsfas till färdig prototyp. Målet var att presentera ett färdigt koncept med en eller flera fysiska prototyper som består av ett anpassningsbart handtag med tekniska lösningar för olika typer av användare. Arbetet följde en produktutvecklingsprocess som omfattade flera steg inklusive en marknadsanalys för att undersöka konkurrenter och användarbehov, konceptgenerering, prototypframtagning och användartester. Projektet resulterade i två genomförbara koncept: SkiErg Grip Adapter och SkiErg ErgoGrip. Koncepten presenterades genom fysiska prototyper och renderingar. Projektet uppnådde sitt syfte genom att skapa en förbättrad användarupplevelse som bekräftades genom användartester. Projektet gav en värdefull inblick i produktutvecklingsprocessen och de utmaningar som kan uppstå. / Concept2 is a leading supplier of fitness equipment, including rowing machines, ski machines and exercise bikes. Their products enable fitness training regardless of weather conditions. SkiErg is a ski ergometer used for cardio and strength training for arms, core, and legs. Users include cross-country skiers, general fitness enthusiasts, and CrossFit practitioners. SkiErg comes with a strapless handle that can be replaced with a ski handle. The main challenge is handle-replacement as the current assembly is classed as semi-permanent. The purpose of the project was to create an improved user experience of the Concept2 SkiErg handle and promote social sustainability by focusing on individual needs. The goal was to present a finished concept with one or more physical prototypes consisting of an adaptable handle with technical solutions for different types of users. The work follows a product development process that includes several steps, including market analysis to explore competitors and user needs, concept development, prototype development and user testing. The project resulted in two feasible concepts: SkiErg Grip Adapter and SkiErg ErgoGrip. The concepts were presented through physical prototypes and renderings. The project achieved its purpose by creating an enhanced user experience validated through user testing. The project provides valuable insights into the product development process and the challenges that may arise. / <p>Betygsdatum 2023-06-07</p>
637

Accessible UX in digital 3D application solutions on the example of the planning experience by IKEA : An empirical mixed-method approach beyond accessibility

Nguyen, Hoang Dung January 2023 (has links)
The research investigates the feasibility of applying 2D accessibility guidelines to enhance a 3D digital planning tool's accessibility for individuals with visual impairments. Three primary research questions guide this study. It incorporated a mixed-method data collection approach to comprehensively investigate these questions. The study began with a designer interview to understand the current state of accessibility within a 3D planning tool, how designers ensure compliance with guidelines, guideline adherence, and implementation strategies.Subsequently, empirical user testing was conducted involving six participants with visual impairments. This methods aimed to obtain diverse user perspectives, emphasizing the user-centered nature of the study. The designer interview highlighted four critical accessibility issues: keyboard accessibility, information clarity, clear labeling, and focus visibility. Addressing these issues aligned the 3D planning tool with WCAG 2.1 guidelines and resulted in significant enhancements in it's accessibility.Empirical user testing revealed varying degrees of success among different users with visual impairments, highlighting both the successes and challenges of implementing accessibility features, and emphasizing the complexity of designing for individuals with visual impairments. The study identified key features that contributed to an enhanced user experience, including accessibility through assistive technology, effective scanning navigation strategies, and challenges for improvements in areas such as clear descriptions and interaction feedback. This research has broader implications, impacting both the practical and scientific fields of accessibility. It offers practical significance for companies like IKEA, emphasizing the importance of a user-centered approach to empower users and gather unique insights from individuals with disabilities. Contributing inclusivity and user-friendliness in 3D planning tools.The findings highlight the significance of accessible user interface elements and the importance of compatibility with assistive technologies. A need for inclusive design methods in the development of 3D planning tools and the creation of specific accessibility guidelines designed for 3D environments. In conclusion, this research demonstrates the feasibility of applying 2D accessibility guidelines to enhance the accessibility of 3D digital planning tools. The research contributes to both practical design considerations and the scientific understanding of accessibility challenges in 3D environments.It holds the potential to improve the industry, empower users, and enhance overall accessibility standards. The findings underscore the importance of user-centered design, the complexity of designing in 3D context and to diverse user needs, the interplay between accessibility and usability, and the ongoing need for improvements to enhance the user experience, to create more inclusive and user-friendly 3D digital planning solutions for everyone.
638

Prototyping and user testing a new sound toy: Gamelike interactions with FM synthesis

Jers, Viktor January 2023 (has links)
Sound toys are game-like technologies that can be described as playful sonic interactions where the users are given unusual ways to creatively explore and transform synthetic sound. This study investigated the prototyping and evaluation of a new sound toy. The toy was designed to test new possibilities for playful music interactivity and sonic exploration. Inspired by prior sound toy research, the design utilized game data, such as user input and simulated physics, that were mapped to control FM synthesis parameters. As intended by the design, the means of controlling the sonic parameters were not obvious to the users, but the sound synthesis was controlled by the movement and collision of virtual objects. The sound toy was evaluated through User Experience (UX) testing which provided a detailed assessment of the interaction design. In general, respondents associated the toy with puzzle-like interactions found in games. Respondents reported that the interactions were fun, intriguing and accessible. Findings confirmed that the playfulness of the experience and the sense of being in control was not dependent on the users understanding the input mappings to the sonic parameters.
639

Glimmers in the Dark : Enhancing Museum Experiences Through Interaction Design at the Natural History Museum of Denmark

Zimmermann Maya Simoes, Aline January 2023 (has links)
In a digital and fast-paced world, museums are constantly updating their practices to support visitors’ experiences and interactive exhibits are increasingly gaining popularity. I collaborated with the Natural History Museum of Denmark to design an interactive room for their upcoming new building, specifically for the exhibit with the working title “Night in the Open Land”. The project adopted a design methodology that focused on playfulness and senses and included experience prototyping with museum visitors. The final prototype was designed to replicate a slow and contemplative experience of being outside at night. A playful interactive flashlight was used to find hidden animals and interact with the exhibition, enhancing exploration. The torchlight and the sounds and movements of visitors served as input for an interactive system, which produced sounds, video and smell as outputs. The flashlight enhanced the playful and explorative aspect of the room and allowed for shared and focused attention by all family members. Furthermore, olfactory stimuli were highly appreciated by visitors. At the intersection between museum studies and Interaction Design, this project is relevant to Interaction-as-Experience and reinforces how multisensory interactive exhibits are effective in catering to diverse audiences. The results of this project suggest that incorporating interaction design into public spaces like museums can enhance visitors’ experiences, fostering engagement, learning, and enjoyment.
640

Val av streamingtjänster på den svenska marknaden : En kvantitativ studie gällande faktorer som påverkar konsumenters preferenser / Consumer choice of streaming services on the Swedish market : A quantitative study regarding factors that influence consumer preferences

Lindström, Melvin, Sandberg-Norén, Simon January 2023 (has links)
Studiens syfte är att identifiera och diskutera vilka faktorer som svenska konsumenter värdesätter vid val av streamingtjänst. Studien utgår från tidigare forskning i ämnet på andra marknader där fyra övergripande faktorer samt flera underliggande delfaktorer identifieras påverka konsumenters val av streamingtjänster. “Innehåll” är den faktor som indikeras vara den absolut viktigaste faktorn på flertalet marknader följt av “pris” samt “användarvänlighet &amp; funktioner”. Även “social påverkan” indikeras ha en märkbar påverkan på vilken streamingtjänst konsumenter väljer. Baserat på en sammanställning av dessa faktorer och delfaktorer som indikeras påverka konsumenters val av streamingtjänst har en analysmodell skapats. Analysmodellen formulerades utifrån identifierade mönster i den tidigare forskningen på andra marknader och representerar således den generella globala konsumenten och kan vidare appliceras på den svenska marknaden. Genom en deduktiv ansats konstruerades en enkätundersökning för en kvantitativ metod. Respondenterna uppmanades i enkäten att bland annat värdera delfaktorer formulerade från tidigare forskning utifrån hur viktiga dessa är för dem vid val av streamingtjänst. Resultatet visar att “innehåll” är den viktigaste faktorn för svenska konsumenter följt av “pris”, “social påverkan” och sist “användarvänlighet &amp; funktioner” vilket till stor del överensstämmer med tidigare forskning. Noterbart är att skillnaden mellan högst och lägst värderade faktor respektive delfaktor var väldigt låg i relation till studier på andra marknader. Ytterligare delfaktorer tillkom som betydelsefulla för svenska konsumenter i form av nedladdning av innehåll, sportutbud samt funktionalitet på andra enheter. Svenska konsumenters preferenser vid val av streamingtjänst överensstämmer i hög grad med den generella globala konsumenten från analysmodellen formulerad från tidigare forskning. Detta bekräftar tidigare studier på andra marknader samt analysmodellens relevans att appliceras på liknande marknader vilket är ett betydelsefullt teoretiskt bidrag. Det var dock nödvändigt att skapa en milt uppdaterad analysmodell specifik för den svenska marknaden i form av tillägg av de tidigare nämnda tillkomna delfaktorerna under passande faktor. Studiens slutsats är att svenska konsumenter i stort delar preferenser med konsumenter på andra marknader. De faktorer som de värdesätter mest vid val av streamingtjänst är “innehåll” följt av “pris”. Därefter kommer “social påverkan” och slutligen “användarvänlighet &amp; funktioner” som den minst viktiga faktorn. / The purpose of this study is to discuss and identify which factors that Swedish consumers value when choosing streaming service. The study is based on previous research made in other markets where four different factors with multiple sub-factors have been identified to influence consumers decision regarding the choice of which streaming service to subscribe to. “Content” is the factor which is indicated as the most important factor on multiple markets followed by “price” and “user-experience &amp; features”. “Social influence” is also indicated to have a significant influence on consumers decision when choosing streaming service. Based on a summary of these factors and sub-factors which to different degrees influence consumers worldwide a framework was created. It was created from patterns in previous research on other markets and thus represents the general global consumer and can further be applied on the Swedish market. By using a deductive approach a survey was constructed to achieve a quantitative method. The respondents were among other things asked to rate each sub-factor formulated from previous research by how important this sub-factor is to them when choosing streaming service. The results show that “content” is the most important factor for Swedish consumers followed by “price”, “social influence” and lastly “user-experience &amp; features” which heavily coincides with previous research. Notable is the difference between the highest and lowest rated factor and sub-factor respectively which is low in relation to studies on other markets. Additional sub-factor were added by respondents in form of downloadable content, sportselection and functionality on other devices. Swedish consumers preferences when choosing streaming service coincides heavily with studies on other markets and thus with the framework of the general global consumer. This confirms the result of previous studies as well as the frameworks relevancy to be applied to similar markets which is a meaningful theoretical contribution. It was however necessary to create an updated framework specifically for the Swedish market with the addition of the previously mentioned added subfactors under suitable factor. The conclusion of the study is that Swedish consumer heavily share preferences with consumers on other markets. The factors that they value most when choosing streaming service is “content” followed by “price”. After these comes “social influence” and lastly “user-experience &amp; features” as the lowest valued factor.

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