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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.
661

The role of worldbuilding : How does a rich and immersive game world contribute to player engagement and storytelling? / Världbyggandets roll : Hur bidrar en rik och uppslukande spelvärld till spelarens engagemang och berättande?

Andersson, Vilma, Björk, Jesper, Caspersson, Agnes January 2024 (has links)
Tv-spel har nästan alltid lagt fokus på berättande och spelmekanik, men det finns ytterligare en aspekt som i vissa fall saknar samma grad av fokus. Miljön, eller ytan spelarna interagerar och rör sig inom omfattar en stor del av spelupplevelsen. En uppslukande och rik spelvärld kan engagera en spelarbas och behålla deras intresse för spelet, men det spelutvecklare fokuserar på i sin utveckling kan skilja sig från vad spelare faktiskt tycker är tilltalande. Genom intervjuer och en enkät undersöker denna studie processen och fokusområden hos spelutvecklare vid designen av tv-spel. Därefter jämförs det med vad spelare tycker är tilltalande i de spel de spelar. Resultaten visar att de intervjuade utvecklarna föredrar att arbeta med spel med en öppen värld, och majoriteten av spelarna från enkäten spelar spel med en öppen värld på grund av spelens olika valmöjligheter. Ett betydande antal spelare föredrar däremot linjära spel eftersom miljöerna tenderar att kännas mer genomtänkta och målmedvetna. Slutsatsen, som baserades på analysen av resultaten, identifierade fyra faktorer utifrån de data som samlats in från intervjuerna och enkäten. Dessa faktorer var känslor, atmosfär, tolkning och associationer. De fyra faktorerna kombinerat förbinder varandra och spelar enligt studieresultatet störst roll i skapandet av en tilltalande värld för tv-spel. Vi hoppas att dessa upptäckter kan assistera i det framtida skapandet av tv-spelsmiljöer och den fortsatta forskningen inom ämnet.
662

Bridging the Age Gap Between Streaming Platforms : Improving User Experience for In-between Users

Victor, Winnhed January 2016 (has links)
The media consumption on the Internet is increasing rapidly and people at all ages are getting used to live in an on demand world. Due to this, streaming platforms have to appeal to a broad audience containing children, teenagers and adults. One approach to appeal a broad target audience is to divide the streaming platform into two separate platforms, where one is aiming for children and the other one, for the rest of the users. The aim of this thesis is to investigate how the user experience can be improved, to help users of ages 10-13 years old to find their way from one streaming plat- form, to another as they are growing up. The thesis investigate how existing streaming platforms appeal to a broad audience and determines reasons of why a gap can be created between streaming platforms. Based on interviews, work- shops, user tests as well as literature, a final prototype and a set of concluding suggestions have been produced as a result of this study.
663

Communicating a Child's Learning Progress in a Digital Interface

Poucette, Petter January 2020 (has links)
The educational digital games are both used at school and at home by children. However, if used at home, how should parent's be able to tell a child learning progress in the game when they have limited knowledge in children's education? The purpose of this thesis is enhance the knowledge on how to design a digital interface that communicates the learning progress of a child to its parents. This by establishing a suggested framework on this subject. To be able to create the framework the Design thinking method were used. First suggestions, based on literature and interviews with teachers, for the design and framework were created. Then a Hight fidelity prototype of the digital interface based in the suggestions were designed. And lastly the prototype where tested in a Usability test. The usability test showed what in the suggestions that worked. The parts that worked were summarized in the suggested framework that the study where successful in creating. The framework contained both suggestion in how to visually represent a learning progress and how to communicate it. / Pedagogiska digitala spel används både i skolan och hemma av barn. Men om de används hemma, hur ska föräldrar kunna förstå vad ett barns lärandeutveckling i spelet när de har begränsad kunskap om barns utbildning? Syftet med denna uppsats är att öka kunskapen om hur man utformar ett digitalt gränssnitt som kommunicerar ett barns kunskapsutveckling till sina föräldrar. Detta genom att fastställa en föreslagen ram för detta ämne. För att kunna skapa ramverket användes Design thinking metoden. Först skapades förslag till design och ramverk, baserade på litteratur och intervjuer med lärare. Sedan designades en High fidelity prototyp av det digitala gränssnittet baserat på förslagen. Och slutligen testades prototypen i ett användbarhetstest. Användbarhetstestet visade vad i förslagen som fungerade. Delarna som fungerade sammanfattades i det föreslagna ramverket som studien lyckades skapa. Ramverket innehöll både förslag på hur man visuellt ska representera en inlärningsframsteg och hur man kommunicerar den.
664

Designing UI for non-professional level creation regarding location-specific mobile games

Skogh, Petter January 2022 (has links)
The release of the location-based game Pokemon Go saw the creators breaking world records for most revenue grossed by a mobile game within its first month. With location-based games and services such as Pokemon Go becoming mainstream, new opportunities in the market have been opened. But as location-based services become more popular there is a need for research and development of UX-design to keep up. Regarding location-based services there are multiple important questions in the field. For example, how are map interactions made intuitive and how are elements that interact with the map designed for the best user experience? Questions such as these will be explored in this thesis. This thesis is done in collaboration with the company Exenze which develops a location-based mobile game called Oknytt - Jakten på amuletten (Oknytt - The hunt for the amulet). The game is tailored to specific outdoor areas of the company's clients' choosing, such as campsites, parks or playgrounds. As of the writing of this thesis, the way of creating a level for Oknytt was very complex and took a lot of time. Exenze wanted an easier way to create levels, in which clients could make make their own levels; hence, the aim of this study was to create a user interface in which a non-professional user could create their own fun, engaging, and safe level for Oknytt. The method of this thesis consisted of development and testing of a low fidelity prototype, a mid fidelity prototype and a high fidelity prototype. The resulting high fidelity prototype divided the complex task of creating a level on a specific location into four dependable sub-tasks; finding a place, marking the game zone, marking areas that were unsafe for children, and managing collectibles. These sub-tasks were made into steps in a Wizard with one added step for filling billing information. The prototype was generally well received by users. Most of the problems in the interface had to do with the marking of game zones as well as marking areas that were unsafe for children.
665

Operationalizing UX Practices : Embedding Accessibility into Agile B2B Software Development

Hed Zetterström, Melvin, Johansson, Ida January 2024 (has links)
This study explores operationalizing UX practices in agile software development teams to integrate accessibility in B2B software products. We conducted a qualitative case study, collecting data through a user-centered approach with interviews, a workshop, prototyping, and user testing. Our findings highlight that the sporadic involvement of UX professionals, the B2B context’s restriction of communication with end-users, and the perception of accessibility as a non-critical concern, all limit the operationalization of UX practices. Additionally, the importance of implementing structured approaches to integrate UX practices. This study contributes theoretically by broadening the literature on integrating accessibility through UX practices within agile processes, providing insights into the challenges and strategies of B2B environments, and practically by introducing a prototype ecosystem to help product teams embed UX practices into their workflow for enhancing accessibility.
666

Beyond the Purchase : Exploring the Dynamics of Microtransactions Among Swedish Gamers

Sellgren, Julius January 2024 (has links)
This study explores the behavior of Swedish gamers regarding microtransactions in the Free-To-Play model. It focuses on their attitudes towards in-game purchases and explores the psychological, ethical, and social factors influencing their engagement. The study used qualitative research methods, including semi-structured interviews with nine Swedish gamers. The findings reveal that community norms and peer pressure significantly impact microtransaction engagement, especially among younger players. The study also identifies a psychological barrier that, once crossed, triggers increased spending. Furthermore, the research highlights the controversial role of loot boxes, their association with gambling, and the psychological effects they have on players. The results from this study suggest the need for regulatory oversight and ethical monetization practices. Additionally, the study reveals that premium in-game currencies obscure real-world costs, which can impact spending behavior and raise ethical concerns about transparency. The research suggests that game developers and policymakers should prioritize fair and transparent strategies that uphold player autonomy and well-being by considering the complex interplay between player experience, microtransaction design, and ethical considerations.
667

Future-Proofing Accessibility in UX: Swedish Perspectives on the European Accessibility Act

Söderholm, Elin January 2024 (has links)
As digital interactions become increasingly integral to our daily routines, ensuring web accessibility for all users is crucial. User experience designers play a big role in creating online environments that are not only usable, but also informative and enjoyable. The European Accessibility Act is a new directive from the European Union, stating that certain products and services must be accessible by 2025, benefiting an estimated 87 million Europeans who have disabilities or temporary impairments. Previous research on Swedish websites has found that requirements are often not fulfilled when it comes to accessibility. This thesis investigated current accessibility practices among Swedish user experience (UX) designers and evaluated their preparedness for compliance with the European Accessibility Act. The results of the interviews show that the Act provides several motivating factors for improving accessibility measures in organizations. Through expert evaluations of the design practices, a set of guidelines is presented, aimed at providing guidance for companies and designers in creating an inclusive design culture while complying with the Act.
668

Enhancing Ferry Terminal Operations : Evaluating Quality-In-Use and User Experience to Develop a Self-Service Truck Check-in System Prototype

Eriksson, Alexander January 2024 (has links)
Wasaline is a shipping company that has automated their check-in process for trucks carrying cargo. This increased effectiveness and provided a better experience for drivers. To make sure that the new system was as effective as possible, the user experience of the check-in automats also had to be as good as possible. Their design, usability, and performance were evaluated based on research and ISO 25022:2016 Quality-in-Use to find issues and potential improvements. This was also backed by data collected from log files during the automated check-in process that could be compared with the old manual check-in process along with a heuristic evaluation of the system. Finally, interviews were conducted with truck drivers and staff members to get their perspective. Potential solutions to these problems were presented as a prototype that illustrates how improvements could be implemented while keeping the company’s original design.
669

Situationsmedvetenhet för effektivare produktionsöversikt i fabriksmiljöer

Brus, Christoffer January 2024 (has links)
This paper has focused on addressing the challenges with employees' understanding of the production flow within a factory. Through a user-centered design process, essential data has been centralized and several tools have been implemented on one platform. The primary purpose of this paper is to improve the employee's situtional awareness within the factory, which is crucial for them to understand and react to the dynamic conditions within the production environment. To achieve this goal, various methods have been used such as surveys, interviews and focus groups, to identify the most important target groups and what their needs and pain points are. By using situtional awareness as a basis for the study, it has increased the understanding of what affects individuals' understanding of their work environment. By utilizing situational awarenesss, a new design has been developed that could potentially make it easier for employees to understand relevant information and interpreted it in a correct way, but above all centralizes it on a platform. Which can result in the employees being able to perform their work in a more efficient manner and also minimizing miscommunication. In addition to that, different gestalt laws have been applied in the design of the tool in order to make it easier to interpret the meaning of different functionalities. / Denna studie har fokuserat på att adressera utmaningarna med medarbetares förståelse kring produktionsflödet inom en fabrik. Genom en användarcentrerad designprocess har väsentliga data centraliserat och flertal verktyg implementerats på en plattform. Det primära syftet med denna studie är att förbättra medarbetarens situationsmedvetenhet inom fabriken, vilket är en avgörande för att de ska förstå och reagera på de dynamiska förhållandena inom fabriksmiljö. För att uppnå detta mål har olika metoder använts såsom enkäter, intervjuer och fokusgrupper, för att identifiera de viktigaste målgrupperna samt vad deras behov och smärtpunkter. Genom att använda situationsmedvetenhet som grund för studien har det ökat förståelsen kring vad som påverkar individers förståelse kring deras arbetsmiljö. Genom att tillämpa dessa teorier har ett nytt verktyg utvecklats som kan potentiellt presenterar relevant information på ett simpelt och lätt tolkat sätt, men framför allt centraliserat det på en plattform. Vilket kan resulterat i att medarbetarna kan utföra sitt arbete på ett mer effektivt sätt och minimera misskommunikation. Utöver det har olika gestaltlagar applicerat i formgivningen av verktyget i syfte att göra det lättare att tolka olika funktionaliteters innebörd.
670

Diseño de ambientes educativos interactivos multimedia para museos

Gómez García, Juan Pablo 05 April 2016 (has links)
[EN] This thesis is about the Design of Interactive Multimedia Learning Environments for Museums. Having into account the rapid advance and adoption of the Internet, which turns it into the new industrial revolution, whose innovative system influence and transform all socio--¿cultural and communicative paradigms. It raises the need for reformulating the models across all human domains, and specially those studied in this thesis, education, communication, patrimony/heritage, manipulation and information access. During the research on its bibliography support, it has lead this research to the concept of Virtual Museums (MOCA, Don Archer and Bob Dodson, 1993) as a ground for exploration and experimentation. Adopting from revolutionary cognitive theories, some educational tools such as graphic information representation and storytelling, to enhance knowledge construction and meaningful learning in a ubiquitous computing world, where there are plenty of opportunities for innovation and creativity but also there are also threats for human isolation and alienation . Data navigation and construction is proposed to be developed using concept maps as a systematic approach and storytelling as a human learning epistemological approach. / [ES] Esta tesis doctoral trata sobre el Diseño de Ambientes Educativos Interactivos Multimedia aplicados a museos. Teniendo en cuenta el rápido avance y adopción de la Internet, que la convierte en la nueva revolución industrial, cuyo sistema innovador influye y transforma todos los paradigmas sociales, culturales y de comunicación, suscitando un replanteamiento de los modelos de las actividades humanas y en el caso particular de esta tesis, la educación, el patrimonio o herencias, el acceso y la manipulación de la información. Durante la investigación bibliográfica, hemos tomado el concepto de Museos Virtuales (MOCA, primer museo virtual creado por Don Archer y Bod Dodson en 1993), como un lugar de exploración y experimentación. De teorías cognitivas revolucionarias, se han adoptado herramientas educativas como la representación gráfica del conocimiento y la narración de historias, para mejorar las condiciones de construcción del conocimiento y el aprendizaje significativo, en un mundo de computación omnipresente, donde las oportunidades para la innovación y la creatividad se multiplican, pero a la vez, presenta riesgos de aislamiento y alienación Como una aproximación sistémica para la navegación y construcción de la información, se propone el uso de los mapas conceptuales y como aproximación epistemológica de la transmisión del conocimiento, se propone la narración de historias. Ambos se estructuran en un andamiaje conceptual del Diseño Industrial, como disciplina encargada de la cultura artificial, centrada en los usuarios. / [CA] Aquesta tesi doctoral tracta sobre el disseny d'ambients educatius, interactius, multimèdia, aplicats a museus. Tenint en compte el ràpid avanç i adopció d'Internet, que la converteix en la nova revolució industrial, el sistema innovador de la qual influeix i transforma tots els paradigmes socials, culturals i de comunicació, suscitant un re-plantejament dels models de les activitats humanes i en el cas particular d'aquesta tesi, l'educació, el patrimoni o herència, l'accés i la manipulació de la informació. Durant la recerca bibliogràfica, hem pres el concepte de Museus Virtuals (MOCA, primer museu virtual creat per Don ARCHER i Bob DODSON en 1993) com un lloc d'exploració i experimentació. De teories cognitives revolucionàries, s'han adoptat eines educatives com la representació gràfica del coneixement i la narració d'històries, per a millorar les condicions de construcció del coneixement i l'aprenentatge significatiu, en un món de computació omnipresent, on les oportunitats per a la innovació i la creativitat es multipliquen, però al mateix temps, presenta riscos d'aïllament i alienació. Com una aproximació sistèmica per a la navegació i construcció de la informació, es proposa l'ús dels mapes conceptuals i com una aproximació epistemològica de la transmissió del coneixement, es proposa la narració d'històries. Totes dos s'estructuren en una bastida conceptual del disseny industrial, com a disciplina encarregada de la cultura artificial, centrada en els usuaris. / Gómez García, JP. (2016). Diseño de ambientes educativos interactivos multimedia para museos [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/62151

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