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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.
711

Investigation de l’impact de l’interaction sociale vocale sur l’expérience utilisateur dans les environnements 3D temps-réel immersif / Investigation of the impact of vocal social interaction on the user experience in immersive real-time 3D environments.

Eynard, Rémy 29 April 2016 (has links)
L’expérience utilisateur est récemment devenue un sujet central dans la conception de produits ou services. Avec la démocratisation de la Réalité Virtuelle (RV), de plus en plus d’acteurs économiques prennent conscience du potentiel de la RV dans leurs secteurs respectifs.Dans ce contexte de plus en plus dynamique, l’expérience utilisateur (UX) permet d’anticiper les attentes des utilisateurs et des concepteurs afin de proposer l’expérience la plus satisfaisante possible. De plus, au travers de l’anticipation de l’expérience utilisateur, nous sommes en mesure de prédire de plus en plus précisément le degré d’adoption d’une solution technologique par les futurs utilisateurs. Nous avons aujourd’hui compris que la seule dimension technologique n’est plus suffisante pour assurer la réussite d’un produit matériel et/ou logiciel. En revanche, ce produit doit correspondre à l’usage que l’utilisateur compte en faire, et plus encore, il doit offrir une expérience unique, au travers de sensations, de perceptions, d’émotions et de réflexion, induisant un degré de satisfaction le plus élevé possible.Un consensus est depuis longtemps établi sur le fait que jouer, créer, apprendre ensemble est plus efficace et amusant qu’une activité solitaire. Partager et communiquer est primordial, c’est au travers des interactions sociales avec nos semblables que nous sommes capables de combler nombre de nos besoins, des plus pragmatiques aux plus éthérés. Nous avons, au travers de l’étude empirique conduite dans le cadre de cette thèse, apporté une meilleure compréhension de l’impact des interactions sociales (par la modalité vocale) dans le processus d’expérience utilisateur en 3D-IVE (3D Immersive Virtual Environment). À l’aide d’un état de l’art s’appuyant sur les études existantes de l’impact de l’interaction sociale sur la présence virtuelle (sentiment d’être là) ou l’engagement de l’utilisateur (flow). Nous proposons une vision plus holistique de cet impact par une étude centrée sur l’expérience utilisateur globale.Pour ce faire, nous avons conduit trois expérimentations immergeant des binômes d’utilisateurs dans un 3D-IVE. Par la répartition des participants en deux échantillons, l’un étant en mesure de communiquer vocalement, l’autre ne l’étant pas, nous avons pu comparer des données quantitatives et qualitatives afin de mettre en exergue l’impact des interactions sociales (vocales) sur l’expérience vécue. Les résultats quantitatifs obtenus ont confirmé nos postulats quant à l’impact bénéfique de l’interaction sociale (vocale) sur les performances des utilisateurs. Fait surprenant, nous avons aussi observé que la présence virtuelle ressentie tendait à être plus forte lorsque les participants, ne pouvant pas communiquer vocalement, se complétaient par le phénomène naturel de « translucence ». Toutefois, nous avons dû pondérer ces résultats, eu égard aux groupes de discussion qui ont fait émerger des différences d’appréhension de la performance, de la présence virtuelle et sociale. Cette triangulation entre quantitatif objectif, quantitatif subjectif et qualitatif a confirmé la nature variable de l’UX (en fonction de l’utilisateur et du temps) et l’influence forte de la nature de l'activité de l’expérimentation.Nos travaux ont permis de valider la capacité des environnements immersifs simples (logiciel de jeu Minecraft) à générer un bon niveau de présence virtuelle et d’engagement et, de manière générale, un haut niveau de satisfaction chez les utilisateurs. Nous apportons aussi un éclairage sur les méthodes à employer dans ce type de contexte vis-à-vis de la conception des tâches à accomplir; en effet, une même tâche présentée différemment peut induire une expérience assez dissemblable. Malgré la difficulté à généraliser un résultat dû à la nature très variable de l’expérience utilisateur, nous pensons que nos travaux contribueront à une plus grande compréhension de l’impact des interactions sociales vocales sur l’UX dans les 3D-IVEs. / User experience has recently become a central issue regarding to the design of products or services. With the democratization of Virtual Reality (VR), more and more economic actors start to being aware of the potential of VR in their respective sectors.In this increasingly dynamic context, user experience (UX) allows the anticipation of users’ and designers’ expectations in order to offer the most satisfying experience as possible. In addition, through the anticipation of user experience, we are able to predict more precisely the adoption level of a technological solution by future users. We have understood today that the only technological dimension is no longer enough to ensure the success of a hardware and/or software product. However, this must fit to the use that user will have of it, and more, it must provide a unique experience, through sensations, perceptions, emotions and thinking, inducing the highest satisfaction possible.A consensus has been established since a long time about the fact that play, create, learn together are more effective and fun than a lonely activity. Share and communicate is a primary need, it is through social interactions with our peers that we are able to fulfill many of our needs, from the most pragmatic to the most ethereal. We have, through the empirical study conducted as part of this thesis, brought a better understanding of the impact of social interactions (vocal mode) on the user experience process in a 3D-IVE (3D Immersive Virtual Environment). Through a literature review based on existing studies of the impact of social interaction on virtual presence (feeling of being there) or on users’ engagement (flow), we propose a more holistic view of this impact by a study focused on the overall user experience.With this aim, we have conducted three experiments immersing pairs of users in a 3D-IVE. By the division of participants into two samples, one being able to vocally communicate, the other not being so, we were able to compare quantitative and qualitative data to highlight the impact of social interactions (voice) on the user experience. Obtained quantitative results have confirmed our assumptions regarding the beneficial impact of social interaction (voice) on user performance. Surprisingly, we also observed that the perceived virtual presence tended to be higher when participants that were not able to communicate vocally, relied on the natural phenomenon of “translucence”. However, we had to balance these results, given to focus groups that have arisen differences regarding to the apprehension of performances, virtual and social presence. This triangulation between objective quantitative, subjective quantitative and qualitative data has confirmed the variable nature of the UX (depending on the user and time) and the strong influence of the nature of the activity of the experimentation.Our studies have validated the ability of simple immersive environments (Minecraft game software) to generate a high level of virtual presence and engagement, and in general, a high level of satisfaction among users. We also provide an insight into methods to be used in this type of context regarding to the design of tasks. Indeed, the same task presented differently can induce a quite dissimilar experience. Despite the difficulty to generalize a result due to the highly variable nature of user experience, we believe that our work will contribute to a greater understanding of the impact of vocal social interactions on UX in 3D-IVEs.
712

A Norm Creative Perspective : Understanding users through norm creative theories

Karlsson, Stefan January 2018 (has links)
There is a saying that we should not attempt to fix what is not broken, but we cannot afford to stick tothat mindset if we want to be able to design products and services that matter to the user. We shouldbroaden our views, explore new things and see what we can learn from them and use that knowledge toexpand on our existing methods. In recent years there have been a lot of work regarding how normsinfluence us to act and feel in certain ways, what if the knowledge behind norms could be utilized withindesign? To answer this question a study was conducted where two so called norm creative methodswere tested in a series of focus groups to see what potential the methods held in regard to improvingexisting methods or serve as basis for the creation new methods within user research.
713

Rekommendationssystem : En studie om upplevelsen från användarnas perspektiv

Hammarberg, Hampus, Nilsson, Jonathan January 2019 (has links)
The digital growth of the 21st century has led to the development and establishment of recommendation systems for digital services. This is to allow users to find relevant content in the vast amount of data that exists. Past research shows that recommendation systems have been explored to a large extent, but that there is considerable knowledge missing regarding its impact on users. With this, we have chosen to examine its filtering and prioritization from the users perspective in order to see how recommendations are perceived and what implications it can bring for the future. The collection of data has been made through qualitative interviews and observations where Spotify’s recommendation systems have been used as foundation. When analysing this data, categorizations have shown results within five overall themes that have contributed to several conclusions. It has been shown that there are differences regarding the perception of integrity and trust between different kinds of recommendations and that there is an extensive obliviousness regarding the different recommendation systems. There is also no common view on the differences in value concerning the various ways to explore in Spotify and all of the participants have expressed dissatisfaction as well as four out of five showing mistrust towards recommendation systems.
714

Mobile application onboarding processes effect on user attitude towards continued use of applications / Mobil applikationers onboarding processers effekt på användarattityd mot fortsatt användning av applikationer

Eriksson, Hanna, Parflo, Emelie January 2019 (has links)
The growing popularity of smartphones in recent years has led to an increase in mobile application development and use. However, a large number of mobile applications are only used once before being removed. For companies and organizations to spend time and money on application development only to achieve low user retention rates is unsustainable. During their first interaction with a mobile application it is crucial that users find functionality and value quickly to avoid discontinuation of use. User onboarding is often implemented in mobile applications to aid in first time interaction, making onboarding processes subject of investigation for effect on user attitude towards continued use of mobile applications. The study examined mobile onboarding processes and their effect on user attitude towards continued use of applications as well as the difference between onboarding processes effect on user attitude towards continued use of applications. The study was conducted within-subjects through a survey consisting of interaction with two prototypes with different onboarding processes and a questionnaire based on the technology acceptance model in order to investigate the variables of interest. The results of the survey were analyzed to measure the effects of the onboarding processes on the factors of the technology acceptance model and to investigate the differences between the onboarding processes. The results showed that user onboarding has a positive influence on perceived usefulness, attitude towards use and intention to use. There was no significant difference between the different types of onboarding patterns effect on attitude towards continued use. The positive effects on attitude and intention to use confirmed that implementing onboarding processes in mobile applications could be beneficial for value proposition and user retention. The perceived usefulness proved to be the determining factor on attitude and intention to use.
715

L'acceptation de la voiture électrique : étude d'un processus, de l'acceptabilité à l'acceptation située / Acceptation of the electric car : study of a process, from acceptability to situational acceptance

Poupon, Lenaïc 15 February 2017 (has links)
Cette thèse vise à étudier les conditions psychosociales d'adoption des véhicules électriques qui peuvent être utilisés de façon similaire au véhicule thermique (déplacements pendulaires, mobilités professionnelles, loisirs, vacances, etc.) et qui peuvent aussi participer à la réduction des nuisances environnementales (bruit, gaz à effet de serre). Si les voitures électriques (VE) répondent à ces exigences, ce véhicule connait pourtant une faible diffusion et un engouement limité auprès du grand public. L'objectif de cette recherche est de cerner les dimensions psychosociales de l'acceptation du VE. Dans une première phase nous chercherons à déterminer quels sont les facteurs (individuels, sociaux, domestiques/familiaux, technologiques, d'usage...) qui peuvent ou au contraire contrarier l'acceptabilité du VE, notamment aux niveaux des stratégies de déplacement, d'organisation et de gestion des activités, des styles de conduite automobile.... La méthodologie combinera deux approches, a priori et a posteriori, de l'acceptabilité et sera basée sur des outils de recueil de données qualitatifs et quantitatifs : entretiens individuels et collectifs, observations et suivis d'activités, questionnaires et échelles de mesure. Dans une seconde phase, il s'agira de tester les interactions entre les facteurs précédemment déterminés. Cette démarche s'inscrit dans un travail d'évaluation des rapports à une technologie pouvant modifier non seulement les pratiques et les usages liés à la conduite automobile mais aussi les attitudes et comportements pro-environnementaux. / This thesis aims to study the dimensions that were involved in the acceptance process of the electric car into an household context. This process begins before any use into the social acceptability phase, which happens a priori and may lead or not to the use of the vehicle. This phase is then followed by a practical acceptability that we would study during the first using sessions. This process extends to a long term use with the integration of the electric car into daily practices and socio-domestic activities.To define and to evaluate the implications of the dimensions involved in each phases of the process, we have implemented two operations of data-collection. In the first one, we apprehended the social representation of the electric car and their anchorages, to determine their effects on the intentions of using an electric car. This study was realized by using an associative method, with a sample of novice in therm of electric car driving experiences (N=70). Then we allowed these subjects to experience the driving of an electric car, immediately followed by an individual interview. The second data-collection-operation consist of in-depth interviews by utilizing explicitation technics and critical incidents, realised with owners/drivers of electric cars (N=9).The results show the evolving nature of the relation between drivers and electric car throughout the acceptation process. We observed weak intentions of electric-car-use mainly due to negatives representations of its technical characteristics (autonomy, speed), and to their anchorage on conventional cars (internal combustion engine vehicles). Those negative perceptions changed after an initial test drive of the vehicle, leading to a positive “driver experience”. This trend was confirmed with a long term use of this type of cars, which allows the continuity of socio-domestic practices and activities.
716

Keep your screen happy: Improving the usability of screen time tracking apps

Pacherazova, Milena January 2019 (has links)
The adoption of technology in our daily activities increased the time that we spend in front of the screen and changed the way we communicate and work. In recent years, many big companies started to develop and implement screen time management tools in their products to educate the user on how to improve their digital health. Those tools are an important step in the process, they bring awareness and help the users to change their habits. Several studies have focused on screen time tracking apps but not from the design perspective. Therefore, this thesis aims to explore the design of screen time management apps by developing two prototypes, which were used to evaluate different design elements and features. The results of this thesis present a guideline on how to improve the design of the existing screen time tracking tools and what additional features could be added to fulfil their aim and encourage users to change their behaviour.
717

The Impact of Social Presence and User Experience on Gender Sensitive E-Tail Websites

Shrivastava, Dishi 01 January 2017 (has links)
Internet has come afar, from connecting computers to connecting people. Since its early days, the use of Internet has evolved tremendously. People use the Internet today in a variety of different ways, including communicating with friends, family, co-workers and performing activities like paying bills and shopping. With the increase in electronic retailing (e-Tailing), attracting and retaining customers has become the most important part of running a successful business. However, the online shopping experience may be viewed as lacking human warmth and sociability as it is more impersonal, anonymous, automated and generally devoid of face-to face interactions. Thus, understanding how to create electronic loyalty (e-Loyalty) by retaining existing customers in online environments is a complex process. To maintain e-Loyalty, e-Tailing sites should provide customized user experience. Men and women have been known to have different perception of online shopping. Women tend to be less satisfied because of lack of human connection in online shopping environment. To date, how social presence (interpreting human warmth and human presence electronically) affects e-Loyalty and adoption of e-Tailing across genders has been relatively underexplored. A research on influence of gender towards social presence features in e-Tailing websites could contribute to our understanding of gender preferences in online environments, allowing researchers to predict and measure differences among user interfaces, and guide the design of customized interfaces customized for gender sensitive e-Tailing websites. In this research, we developed a research model based on extensive literature review. We developed a survey instrument to measure predictability of the model and used t-tests, principal component analysis and linear and multiple regression analysis to analyze and validate the model. We conducted an extensive survey of social presence and user experience design features, and synthesized survey response with the above methodologies using SPSS. The study revealed social presence and user experience factors that positively affect gender experience in development of e-Loyalty. Based on the analysis of survey responses, we conclude that gender plays an important role in determining the state of social presence and user experience for e-Tailing websites to create e-Loyalty among customers.
718

電子書閱讀器之使用者行為資料分析 / Analysis and Interpretation of E-reader User Log

闕建堡, Chueh, Chien Pao Unknown Date (has links)
由於資訊科技與顯示技術的大幅進步,電子書閱讀裝置成為近來十分受矚目的產品,然綜觀目前國內外電子書的發展,多以較具消費能力的上班族為對象,較少以基礎教育的學生為目標使用者。 本研究針對使用於教育市場的電子書閱讀器進行前導性的實驗,並透過自行設計的使用者介面、數位學習平台及結合傳統問卷與自動化使用者行為蒐集程式,結合質化研究與量化分析的優點,以瞭解最真實的學生使用習慣與方式。 本研究目的在於探索電子書閱讀器進入高中學生的實際課堂學習與日常生活之中,對學生的學習經驗或閱讀習慣所產生之影響,並進一步瞭解從學生最初接觸電子書的新鮮試用期,到後續逐漸習慣使用或棄用電子書等不同階段的行為變化。透過此研究,瞭解電子書閱讀器應用於教育市場的接受程度及可能潛力,做為未來電子書設計、開發與推廣使用的可行性參考依據。 / Recently, e-book reading devices based on electronic ink (e-ink) have gained a lot of attention thanks to the rapid advances in both information and display technology. However, current products are mainly targeted on general users for their daily reading activities. Research on introducing the e-reading device into high school or college campuses has commenced only quite recently. In this thesis, we exploit the potential of employing e-book reading devices in facilitating learning in a high school campus. We have custom-designed the user interface as well as the textbook content to suit the needs of this particular user group. The unique opportunity of having access to the hardware device, software design and potential users creates an ideal experimental platform for us to unbiasedly investigate the role of this new technology through a long-term user behavior collection and analysis process. This study aims to explore how the introduction of e-book reader into high school campus influences the students’ learning and daily life. We documented changes in the users’ e-book reading behavior during the course of a six-month experiment, corresponding to progressive stages of growing familiarity and comfort with using the machine. We found that e-book reader does help the students to develop a habit of mobile reading. Its effect exceeds our expectation of achieving digital learning. We hope that the findings presented in this thesis can be useful to teachers and system designers to develop new types of teaching materials and activities by taking advantages of the characteristics of this new technology.
719

EmoWheel : En metodutveckling för utvärdering av emotionellt engagemang / EmoWheel : A method development for evaluation of emotional engagement

Berger, Tony, Törnqvist, Carl January 2009 (has links)
<p>This is a study of how emotional engagement can be measured and be taken into account in the development of websites. We believe that emotions become relevant only when viewed in correlation to how users experiencing a webpage. In this study, we developed a tool for use together with user tests where the information about the user's emotional engagement can add new value to the evaluation. The tool allows the user to mark, on the website, his/her emotions and level of engagement represented by colored circles, generating quantiative data on how users <em>feel </em>about the website. The tool is part of a method for evaluating the emotional engagement that we have developed which consists of user testing supported by the tool and accompanied by interviews.</p> / <p>Detta är en studie och metodutveckling i hur emotionellt engagemang kan mätas och således tas till vara på i utvecklingen av webbplatser. Vi anser att känslor blir väsentliga först när de sätts i korrelation till hur användare i övrigt upplever en webbsida. I denna studie utvecklades ett verktyg avsett att användas i samband med användartester där information om användarens känslor och engagemang kan tillföra ett mervärde till användartestet. Verktyget låter användaren sätta ut markörer för känslor och engagemang representerade av färgcirklar på webbsidan vilket genererar kvantitativ data för hur användare <em>känner inför webbplatsen och interaktionen med den. Verktyget är en del av den metod för utvärdering av emotionellt engagemang som vi utvecklat vilket består av användartester stödda av verktyget vilket följs upp av intervjuer.</em></p>
720

Relevancy Of Bipolar Word Pairs Across Product Categories: A Comparative Study Between Automobiles And The Iphone

Koprulu, Secil 01 December 2010 (has links) (PDF)
This thesis investigates human product interaction with a focus on the physical experience provided by products. The differences of users&#039 / perceptions are discussed according to the differences of bodily experiences served by products. The interaction with products is taken as a holistic experience phenomenon, and in order to assess users&#039 / understandings and evaluations about the experience with products / perceived pragmatic qualities, perceived hedonic qualities and elicited emotional reactions are analyzed. The research is conducted by means of surveys in order to compare users&#039 / perceptual differences in relation to two different product groups: automobiles and the iPhone, which differ in content of interaction, namely one serves a more physical (bodily) experience while the other a more virtual one. In order to find out the perceptual differences, verbal descriptions of perceived qualities and emotional states are used as measurement tools. A list consisting of bipolar word pairs in relation with pragmatic qualities, hedonic qualities and emotional reactions has been composed, and perceptual differences are investigated through the bipolar word pairs&#039 / relevancy levels according to the product. In addition, in order to show that meaning associations related to the same verbal description are context dependent, the meanings that are associated with the same word pairs for both products are investigated. Apparent differences between the relevant word pairs of the two different product groups have been observed, in addition with pragmatic qualities&#039 / higher relevancy scores compared to hedonic qualities and emotional reactions in defining users&#039 / interactions with products.

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