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The Changing Social Experience in World of Warcraft : Social Affordances in World of Warcraft and their impact on the Social Gaming ExperienceGabrielsson, Andree January 2018 (has links)
Design philosophies in MMOs seem to have seen a shift in recent years. What used to be designs for social dependencies and challenging content seems to have become designs for social independence and casual play. This has not gone by unnoticed by communities of players that have gradually increased in size, hoping to find regression in design philosophies for their favorite games. This study combines the social component of Yee’s (2006) model for motivations for online play with Bradner’s (2001) concept of social affordances, and quantitative surveys with qualitative interviews in order to examine how the social player experience in World of Warcraft has changed in relation to changes made to the game. Some of the findings are that the incentives and necessity for socializing with strangers in the game has generally diminished as a consequence of changes made in the game that focus on practical efficiency. External factors that seems to have played a role in these results are age, technological contexts and life contexts of the respondents.
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Contribuições da experiência do usuário para a arquitetura da informação / Contributions from the user experience for information architectureFerreira, Ana Maria Jensen Ferreira da Costa [UNESP] 27 March 2018 (has links)
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Previous issue date: 2018-03-27 / Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq) / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / Considerando as facilidades de acesso à informação por meio da internet, bem como a evolução constante das Tecnologias de Informação e Comunicação, reflete-se sobre como os ambientes informacionais digitais devem ser projetados para atender as necessidades de informação de usuários e contemplar suas expectativas no momento da interação. Desse modo, defende-se a tese de que os estudos de Experiência do Usuário podem contribuir para a Arquitetura da Informação no projeto e no desenvolvimento de ambientes informacionais digitais. Assim, na busca de encontrar soluções para o desenvolvimento de ambientes web, com funcionalidades que possam contemplar as habilidades, competências e as preferências dos usuários, este trabalho objetiva: Investigar a contribuição da Experiência do Usuário para a Arquitetura da Informação no projeto e no desenvolvimento de ambientes informacionais digitais com foco nas qualidades objetivas e subjetivas no uso. A partir de revisão bibliográfica, no contexto da Ciência da Informação e seu paradigma sociocognitivo, os objetivos específicos delimitados são: estudar a evolução histórica e as diferentes definições da Experiência do Usuário; analisar os modelos, métodos e ferramentas de avaliação de Experiência do Usuário; apresentar a Arquitetura da Informação Clássica e os seus sistemas e a posição da Experiência do Usuário em relação com a Arquitetura da Informação. Considerando que as experiências são individuais e estão relacionadas com os aspectos culturais, sociais, emocionais, tecnológicos, e com a qualidade do produto, tanto para a AI como para a UX ao desenvolver um produto ou serviço digital, torna-se necessário pesquisas de conteúdo, contexto e usuário, com o intuito de alinhar as estratégias de AI e UX com vistas à interação do usuário com o ambiente. A percepção do usuário no momento da interação com um produto, serviço ou aparato tecnológico, se relaciona com as qualidades objetivas e subjetivas do produto bem como tais qualidades no seu uso. Esses aspectos, resultado da interação, podem ser detectados por meio de pesquisas sob a ótica da Experiência do Usuário e podem auxiliar no desenvolvimento de um projeto de Arquitetura da Informação. Um projeto de AI é composto por pesquisa, estratégia, design, implementação, com apoio da administração, sendo assim, percebeu-se que por meio da pesquisa de UX é possível determinar e indicar na estratégia as características de qualidade que devem ser contempladas pelo design e implementação do ambiente. Nesse sentido, conclui-se que a Experiência do Usuário pode contribuir com a Arquitetura da Informação, auxiliando a identificar as preferências dos usuários e interferir no desenvolvimento de produtos e serviços, ambientes informacionais digitais, sugerindo recursos que explorem a criatividade e a emoção, aprimorando a experiência a fim de atender as expectativas do usuário. / Considering the facilities of access to information through the Internet, as well as the constant evolution of Information and Communication Technologies, it’s possible to reflect on how the digital information environments must be designed to meet users’ information needs and to contemplate their expectations at the time of interaction. In this way, the thesis defended is that the User Experience (UX) studies can help the planning of these environments and to contribute to the Information Architecture (IA). Thus, in seeking to find solutions to web environments development, with features that can contemplate the abilities, skills and preferences of users; this study aimed to investigate the UX contribution to the IA in project and development digital information environments with a focus on objective and subjective qualities in use. From literature review in the context of Information Science and its sociocognitive paradigm, the objectives of this research were: to study the historical evolution and the different settings of the UX; to analyze the models, methods and UX’s evaluation tools; to present the Classical Information Architecture, its systems and the position of the User Experience related to Information Architecture. Considering that experiences are individual and are related to cultural, social, emotional, and technological aspects, and also to the product quality for both IA and UX to develop a product or digital service; research are necessary on content, context and users’ particularities. Aiming to align IA and UX strategies with a view to user interaction with the environment. The perception of the user when interacting with a product, service or technological apparatus, relates to the objective and subjective qualities of the product and also to such usability qualities. These aspects, as result of the interaction, can be detected through research from the UX’s perspective and can assist on developing IA projects. An IA project is composed of research, strategy, design, implementation, with the administration support. Given that, it was noted that through UX research it is possible to determine a strategy to indicate the quality characteristics that should be contemplated by the design and implementation of the environment. In this sense, it was concluded that the User Experience can support IA, by helping it to identify user’s preferences and to interfere the product, services, and digital information environments development. By suggesting resources to explore creativity and emotion, by improving an experience to meet user expectations.
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Morgondagens handel : Smartmobilen länken till en sömlös upplevelse / Tomorrow's Commerce : Smart phones the link to a seamless experienceNilsson, Morgan January 2018 (has links)
Konkurrensen inom detaljhandeln har blivit allt tuffare sedan internets uppkomst vilket har lett till att kunders beteende har börjat förändrats, samtidigt som upplevelsen både på internet och iden fysiska butiken har hamnat alltmer i fokus. En bra användarupplevelse och kundupplevelseär idag en av de viktigaste konkurrensfördelarna ett företag kan ha inom detaljhandeln. Forskning inom detaljhandeln har visat att kunder idag efterfrågar bättre personliga upplevelser vid rätt tidpunkt och plats, vilket smartmobilen potentiellt skulle kunna uppfylla i den fysiskabutiken. Studiens syfte är således att undersöka om upplevelsen i den fysiska butiken potentiellt skulle kunna förbättras av dagens smartmobiler, studien har avgränsats till kläd- och skobutiker. Genom att besvara problemformuleringen kan studien inte endast förhoppningsvis hjälpa dagens fysiska butiker att potentiellt förbättra upplevelsen för sin kunder utan även ge forskningen nya insikter om hur den digital och fysiska världen kan sammanföras i ett. Resultatet av examensarbetet indikerar att smartmobilen kan förbättra upplevelsen för kunden genom attsammanväva den personliga informationen från internet med den fysiska butikens sortiment och layout. / <p>57 s. totalt, inkl. bil.</p>
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Should I stay or should I go? : Developing the Narrative model as a tool for game designMörtsell, Lisa January 2018 (has links)
In 2015, the Narrative model was created as a result of a study exploring how episodic games keep player’s interests through combining narrative and gameplay. In this thesis, the Narrative model is used as a framework for designing a language game for children to see whether that makes players more inclined to keep playing than a game not designed based on the model. Two games were created and evaluated in a within subject controlled experiment. Player enjoyment was measured by using GameFlow as a basis for interview questions and Likert scales. The results indicated that the game based on the model more successfully achieved GameFlow than the game that was not. As such, it was concluded that the model can be used as a tool for game design to increase the desire to keep playing a game, but that it needs further study to be validated.
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Listening to Digital Media: Analysis of Music Consumption Pattern on the Example of Russian Social Networking Site VKontakte : A user-focused research based on in-depth interviewsKyryllova, Iuliia January 2018 (has links)
The present paper represents an overview of the most popular Russian social networking site VKontakte and its role in the formation of modern music consumption pattern in post-Soviet countries. Until spring 2017, it was known as the biggest platform for free music consumption in the region. The main distinctive feature of VKontakte was that it was providing free music content for its members and, as a result, was known for problems with international copyright law.However, in 2017 drastic changes occurred in copyright policies of the network, which affected music content distribution in it. As a result, VKontakte users were experiencing new routines and rapid evolution of their daily consumption habits. This research provides extensive analysis of digital music listening practices, based on the in-depth interviews with the members of the network.
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UX-MOGNAD : Jämförelse mellan UX-mognadsmodeller inom spelindustrin / UX MATURITY : A comparison between UX maturity models in the game industryRunsten, Jacqline January 2018 (has links)
UX-mognad inom företag kan enklast beskrivas som mätningen av användarfokus under utvecklingen av en produkt och inom ett företag. Syftet med denna rapport är att jämföra två UX-mognadsmodeller i praktisk tillämning inom ett spelföretag utifrån aspekterna lätthanterlighet, modellprecision samt tillgänglighet. Nielsens UX-mognadsmodell som kom ut 2006 är utformad för organisationer, medan McAllisters UX-mognadsmodell är specifikt utformad för spelföretag och släpptes 2018. Den praktiska tillämpningen av modellerna bestod av en fältstudie där anställda på spelföretaget intervjuades. Analysen gjordes sedan i två delar. Den första delen var att fastställa spelföretagets UX-mognadsnivå genom användning av modellerna, under denna analys separerades modellerna. Andra analysen var den jämförande analysen mellan de två modellerna ur de tre aspekterna, även under denna analys separerades de två modellerna. Studiens resultat påvisar att McAllister UX- mognadsmodell är bättre på att fastställa spelföretags UX-mognadsnivå ur aspekterna lätthanterlighet och modellprecision, men Nielsens modell är mer tillgänglig. De hinder som stöttes på i studien pekar på att båda modellerna innehåller svagheter som bör förändras för enklare tillämpning i praktiken. Ihop med studiens resultat uppenbarades det även att finns behov för områdesspecificera UX-mognadsmodeller, och att detta skulle leda till enklare tillämpning för företag, organisationer och konsulter.
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Har du sett det andra älskar? : En fallstudie om hur nudging kan förbättra användarupplevelsen i hedoniska system / Have you watched what others love? : A case study on how nudging can improve the user experience in hedonic systemsZackrisson, Louise, Hellström, Frida January 2018 (has links)
Denna uppsats presenterar en studie på hur nudging kan påverka användarupplevelsen i hedoniska system. Studien grundas på teorin Hedonic-Motivation System Adoption Model (HMSAM) för att förklara människans inre drivkrafter och hur dessa ter sig i förhållande till användarupplevelsen i hedoniska system. Vidare presenteras även teorier kring användarupplevelse med fokus på upplevelser i digitala gränssnitt, och nudging med ett fokus på digital nudging. En fallstudie på SVT Play, Sveriges Televisions digitala plattform för Video-on-demand (VoD) gjordes, vilken resulterade i ett förändringsförslag för den nuvarande plattformen. I en kvalitativ datainsamling i form av sex berättande intervjuer med olika informanter, undersöktes användarnas erfarenheter och tankar kring drivkrafterna i HMSAM, deras användarupplevelse av VoD samt hur de använder plattformen genom en praktisk genomgång av SVT Play. Resultatet från intervjuerna visade bland annat att informanterna upplevde att det idag inte gick att hitta information kring vilket medieinnehåll andra användare tycker om, någonting som för samtliga informanter var önskvärt i plattformen. Med avstamp i teorin kring nudging och den psykologiska principen sociala normer, vilken innebär att människor påverkas i sina val av hur andra gör, samt med utgångspunkt i resultatet från intervjuerna utformades ett förändringsförslag för SVT Play. Förändringsförslaget innebar att ändra titeln på sektionen “Populärt” i SVT Plays nuvarande gränssnitt till en titel med en högre grad socialt bevis (social proof på engelska, alltså hur tydligt den psykologiska principen sociala normer anspelas på). Sex olika varianter av rubriken med olika hög grad socialt bevis togs fram. Dessa sex varianter testades i realtid i ett så kallat A/B-test på SVT Play tillsammans med den ursprungliga rubriken “Populärt”, för att undersöka om en högre grad av socialt bevis hjälper användarna att hitta och välja innehåll, och således förbättrar deras användarupplevelse. A/B-testet låg uppe på SVT Play i åtta dygn och nästan en och en halv miljon användare exponerades för det. Resultatet från A/B-testet var dock inte tillräckligt signifikant för att dragna slutsatser ska hålla hög reliabilitet. Två av de förändringsförslag som användare klickade mest på samt såg klart innehållet, var de med högst nivå av socialt bevis: “Populärt bland andra tittare” och “Har du sett det andra älskar?” Även om mönstret inte är signifikant, visar summan av resultatet från den empiriska undersökningen att sociala normer kan användas för att påverka användarupplevelsen i en VoD-plattform. Ytterligare kvalitativa datainsamlingar är av intresse samt nödvändiga för att säkerställda samband. / The research conducted in this study aims to answer if, and in that case how, nudging can be used to affect the user experience in hedonic systems. The study is based on the theory of Hedonic-Motivation System Adoption Model (HMSAM) to explain people ́s intrinsic motivations and how they are tied to the user experience of hedonic systems. Furthermore, theories about user experience focusing on experiences in digital interfaces, as well as the theory of nudging with a focus on digital nudging are also presented. The study has been conducted through a case study at SVT Play, the Swedish Television's digital Video on Demand (VoD) platform and resulted in a proposition for a change in the current platform. Through a qualitative data collection in the form of six narrative interviews with different informants, their experiences and thoughts about the inner motivations in HMSAM as well as their user experiences with VoD were investigated. In the end of each interview a “walkthrough” in SVT Play was conducted. The result from the narrative interviews showed that an element with information about what media content other users like was hard to find or perceived as nonexistent, something that all informants desired in SVT Play. From the theory about nudging and the psychological effect social norms, which implies that the choices people make are affected by what other people do, together with result from the interviews, a proposition of a change was created for SVT Play. The proposition suggested changing the title for the section “Populärt” (popular in English), in SVT Play ́s current interface, to a title with a higher level of social proof (meaning how clear the psychological effect social norms was being targeted). Six different versions of the title, with different levels of social proof were created. These six versions were then tested in real time through A/B testing in the SVT Play platform, together with the original title “Populärt”, to examine if a higher level of social proof help users find and choose media content, thus enhance their user experience. The A/B test was live in SVT Play during eight days, while being exposed to almost one and a half million users. The result was however not significant enough to draw any conclusions with high reliability. Two of the propositions that people clicked the most and completed watching content, were the two versions with the highest level of social proof, “Populärt bland andra tittare” (Popular among other viewers, in English) and “Har du sett det andra älskar? (Have you seen what other people love? in English). Even though the patterns are not significant, a summary of the result from the empirical enquiry suggest that social norms can be used to affect the user experience in a VoD platform. Additional qualitative data collections would be both interesting and necessary to ensure relationschips.
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Potencializando a experiência da criança de educação infantil através da interface gráfica no ambiente TVDiDemarchi, Gustavo Scussel January 2015 (has links)
A presente pesquisa pretende demonstrar como o design, por meio do conhecimento das características cognitivas e psicológicas de crianças de educação infantil (idade entre quatro e cinco anos, de acordo com o MEC), frente às possibilidades tecnológicas do ambiente da TV Digital Interativa (TVDi) pode gerar diretrizes projetuais que permitam o desenvolvimento de aplicativos e que venham a auxiliar a construção de experiências mais ativas a esses usuários. Supõe-se que através da criação e sincronização desses elementos, se pode proporcionar o desenvolvimento de interfaces gráficas amigáveis (IGA´s) mais eficientes na construção do conhecimento. A pesquisa advém da necessidade de projetar aplicativos que utilizem de forma mais eficaz as possibilidades interativas, bem como contribuir com iniciativas que permitam o uso da TVDi como ferramenta de inclusão tecnológica e social. Esse cenário de pesquisa apresenta-se propício ao se verificar a abrangência da TV nos lares brasileiros, bem como a conversão definitiva do sinal analógico para digital, que ocorrerá até o ano de 2018. A investigação teórica relata os impactos na relação entre a criança e televisão a partir de estudos conduzidos ao longo dos anos, e busca entender como a informação é percebida por usuários nessa faixa etária, bem como estabelecer a abordagem narrativa mais adequada a esse usuário. Essa fase gerou diretrizes que embasaram o instrumento de coleta de dados por meio da pesquisa de campo, conduzidas a partir de entrevistas com especialistas das áreas de psicopedagogia, narrativa e design. A interpretação dos dados através do confronto proveniente da pesquisa teórica e prática dessas áreas do conhecimento geraram diretrizes de projeto de interface que tiveram a comprovação de sua eficácia em sua aplicabilidade por meio da avaliação em atividade de grupo focal, formado por especialistas da área do design. Essa etapa final da pesquisa resultou em um conjunto de diretrizes capazes de auxiliar desenvolvedores e projetistas a potencializarem a experiência da criança em educação infantil através da interatividade nos ambientes digitais. Finaliza-se com conclusões e contribuições e sugestões para futuros estudos. / This research aims to demonstrate how the design, through the knowledge of cognitive and psychological characteristics of childhood education (ages four and five, according to the Brazil’s Ministry of Education), toward to the environment of the technological capabilities of the Interactive Digital TV (iDTV), can generate projective guidelines that enable the development of applications which will help to build more active experiences for those users. It is assumed that through the creation and synchronization of these, it can provide the development of friendly graphical user interfaces (IGA's) more efficient in the construction of knowledge. The research comes from the need to design applications that use more effectively the interactive possibilities and contribute to effort to enable the use of iDTV as technological and social inclusion tool. This scenario research presents conducive to verify the scope of TV in Brazilian homes, and the final conversion of the analog signal to digital, which will occur by the year 2018. The theoretical research reports the impacts on the relationship between the child and television from studies conducted over the years, and seeks to understand how information is perceived by users in this age group and also to establish the most appropriate narrative approach to this user. This phase generated guidelines which supported the data collection instrument through field research, conducted through interviews with experts in educational psychology, narrative and design areas. Interpretation of the data through the coming confrontation of theoretical and practical research of these areas of knowledge generated interface design guidelines that had the evidence of its effectiveness in its applicability through the evaluation focus group activity, comprising the area of design experts. This final stage of the study resulted in a set of guidelines that can assist developers and designers potentiating the child's experience in early childhood education through interactivity in digital environments. The research ends with conclusions, contributions and suggestions for future studies.
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Implementing social media data in algorithms for estimating crowdedness in tourist's attractionsPolishuk, Natali January 2017 (has links)
No description available.
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MALTU - model for evaluation of interaction in social systems from the Users Textual Language / MALTU â um modelo para avaliaÃÃo da interaÃÃo em sistemas sociais a partir da linguagem textual do usuÃrioMarÃlia Soares Mendes 25 February 2015 (has links)
The field of Human Computer Interaction (HCI) has suggested various methods for evaluating systems in order to improve their usability and User eXperience (UX). The advent of Web 2.0 has allowed the development of applications marked by collaboration, communication and interaction among their users in a way and on a scale never seen before. Social Systems (SS) (e.g. Twitter, Facebook, MySpace, LinkedIn etc.) are examples of such applications and have features such as: frequent exchange of messages, spontaneity and expression of feelings. The opportunities and challenges posed by these types of applications require the traditional evaluation methods to be reassessed, taking into consideration these new characteristics. For instance, the postings of users on SS reveal their opinions on various issues, including on what they think of the system. This work aims to test the hypothesis that the postings of users in SS provide relevant data for evaluation of the usability and of UX in SS. While researching through literature, we have not identified any evaluation model intending to collect and interpret texts from users in order to assess the user experience and system usability. Thus, this thesis proposes MALTU - Model for evaluation of interaction in social systems from the Users Textual Language. In order to provide a basis for the development of the proposed model, we conducted a study of how users express their opinions on the system in natural language. We extracted postings of users from four SS of different contexts. HCI experts classified, studied and processed such postings by using Natural Language Processing (PLN) techniques and data mining, and then analyzed them in order to obtain a generic model. The MALTU was applied in two SS: an entertainment and an educational SS. The results show that is possible to evaluate a system from the postings of users in SS. Such assessments are aided by extraction patterns related to the use, to the types of postings and to HCI factors used in system. / A Ãrea de InteraÃÃo Humano-Computador (IHC) tem sugerido muitas formas para avaliar sistemas a fim de melhorar sua usabilidade e a eXperiÃncia do UsuÃrio (UX). O surgimento da web 2.0 permitiu o desenvolvimento de aplicaÃÃes marcadas pela colaboraÃÃo, comunicaÃÃo e interatividade entre seus usuÃrios de uma forma e em uma escala nunca antes observadas. Sistemas Sociais (SS) (e.g., Twitter, Facebook, MySpace, LinkedIn etc.) sÃo exemplos dessas aplicaÃÃes e possuem caracterÃsticas como: frequente troca de mensagens e expressÃo de sentimentos de forma espontÃnea. As oportunidades e os desafios trazidos por esses tipos de aplicaÃÃes exigem que os mÃtodos tradicionais de avaliaÃÃo sejam repensados, considerando essas novas caracterÃsticas. Por exemplo, as postagens dos usuÃrios em SS revelam suas opiniÃes sobre diversos assuntos, inclusive sobre o que eles pensam do sistema em uso. Esta tese procura testar a hipÃtese de que as postagens dos usuÃrios em SS fornecem dados relevantes para avaliaÃÃo da Usabilidade e da UX (UUX) em SS. Durante as pesquisas realizadas na literatura, nÃo foi identificado nenhum modelo de avaliaÃÃo que tenha direcionado seu foco na coleta e anÃlise das postagens dos usuÃrios a fim de avaliar a UUX de um sistema em uso. Sendo assim, este estudo propÃe o MALTU â Modelo para AvaliaÃÃo da interaÃÃo em sistemas sociais a partir da Linguagem Textual do UsuÃrio. A fim de fornecer bases para o desenvolvimento do modelo proposto, foram realizados estudos de como os usuÃrios expressam suas opiniÃes sobre o sistema em lÃngua natural. Foram extraÃdas postagens de usuÃrios de quatro SS de contextos distintos. Tais postagens foram classificadas por especialistas de IHC, estudadas e processadas utilizando tÃcnicas de Processamento da Linguagem Natural (PLN) e mineraÃÃo de dados e, analisadas a fim da obtenÃÃo de um modelo genÃrico. O MALTU foi aplicado em dois SS: um de entretenimento e um SS educativo. Os resultados mostram que à possÃvel avaliar um sistema a partir das postagens dos usuÃrios em SS. Tais avaliaÃÃes sÃo auxiliadas por padrÃes de extraÃÃo relacionados ao uso, aos tipos de postagens e Ãs metas de IHC utilizadas na avaliaÃÃo do sistema.
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