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Vissa saker kommer och går - magasinet består : En kvalitativ studie om värdegenererat innehåll hos det traditionella livsstilsmagasinet.Svensson, Kajsa, Dahlgren, Jenny January 2016 (has links)
Objective: The focus of this bachelor thesis is to study what a selection of magazine readers think generates value on the reading experience of a traditional lifestyle magazine. Furthermore create an deeper understanding of these values. Method: Qualitative interviews was used as the method to investigate the participants' view of the user experience when reading a lifestyle magazine paper. Seven interviews were conducted with people who prefer the traditional newspaper. Results: The results of this study show that it may be to early to talk about the print magazines dead. The physical and mental feeling that appear from reading a lifestyle paper magazine is almost impossible to implement in the digital version. Our results show that some of the underlying causes that lead to a the choise of the print magazine depends on the structure, the reading experience and the qualitative content that appears to be difficult to emulate on the web.
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Home sweet home : a case study on persuasive technology to promote usage of an m-health application by elderly living at homeWei, Nicklas, Blomberg, Richard January 2019 (has links)
Much of the developed world is experiencing an aging population. This requires society to adapt to take care of a growing elderly population and improve their quality of life. Today, mobile systems are available that makes it possible to monitor and improve health (m-health). Even though these systems could be immensely helpful for the elderly population, this has not been the primary demographic for the current m-health systems. This case study aimed at examining how persuasive technology (technology for changing behavior and/or attitude) can be used to promote usage of m-health applications by the elderly. For this purpose, a theoretical framework for supporting m-health systems is proposed. This framework consist of persuasive technology (for motivation and support for fulfillment of human needs), knowledge of elderly issues in interacting with mobile interfaces, smartphone usability heuristics and the Plan-Do-Study-Act (PDSA) cycle (to support goalsetting and incremental progress). To determine how persuasive technology can be used to motivate elderly and find effective strategies for this purpose, the case study examined health behavior, motivations for healthy behavior, attitude to health, general goal setting behavior, needs, preferences, technological experience and self-efficacy, as well as usage of m-health systems using qualitative and participatory methods. Methods used included semi-structured interviews, future workshop, revolutionary rapid prototyping and usability evaluation. The findings of the interviews and the future workshop suggested the primary motivation for healthy behavior was derived from social aspects. Thus, the most effective persuasive strategies for the elderly likely target their need for social belonging and socialization. Based on the findings, an interactive prototype was developed. The prototype proposed an m-health application with self-monitoring that implemented an elderly community around healthy behavior, with opportunities to earn digital rewards and challenge other users to competition. The interactive prototype was then used in a usability evaluation to gauge its usability by the elderly and revised in higher fidelity according to their feedback.
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Gum: A Smart System for Seniors with DiabetesAijun Huang (6865856) 13 August 2019 (has links)
<p>Diabetes is a prevalent disease nowadays, and it is a big challenge, especially for seniors. The biggest challenge for seniors with diabetes is that they need to prick their fingers to test their blood which is painful and horrible. Also, the current glucose meter does not make good use of the glucose data to help them better treat the diabetes. Also, seniors live alone and lag off behind the diabetes information & technology. Therefore, based on seniors’ characteristics, I want to employ new technologies, such as data visualization and AI technology, in the design to help them manage their diabetes more easily. </p>
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<p>Through the literature review, I learned the disease information of diabetes, investigated the diabetes situation in the seniors’ group, and studied the seniors’ characteristics, which can make the designs more suitable for seniors. To better understand diabetic seniors’ conditions, needs and wishes, I took part in several diabetes events in Lafayette Indiana, volunteered in the retirement village and conducted a series of interviews in these two settings. By analyzing the peer products, daily self-measurement of my own sugar level and keeping diaries, I learned what do the similar products look like, got some inspiration from them and found problems in the current products. After drawing a bunch of sketches to explore the idea, HTA chart, wireframe, low-fidelity prototype and mockups were developed in the first design iteration. I came up with the smart product system, based on the seniors’ characteristics, combined with new technologies to help seniors with diabetes easily manage their diabetes. Then I conducted the usability testing with the prototype & physical models to refine my design. Finally, usability testing was conducted again to make sure my products provide a pleasant experience for seniors with diabetes. With this smart system, testing blood becomes a happy & relaxing experience and seniors can join the diabetes group to support each other. Moreover, Seniors with diabetes can get feedback and suggestions from the system. </p>
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Affective Engagement in Information VisualizationYa-Hsin Hung (7043363) 13 August 2019 (has links)
Evaluating the “success” of an information visualization (InfoVis) where its main purpose is communication or presentation is challenging. Within metrics that go beyond traditional analysis- and performance-oriented approaches, one construct that has received attention in recent years is “user engagement”. In this research, I propose Affective Engagement (AE)-- user's engagement in emotional aspects as a metric for InfoVis evaluation. I developed and evaluated a self-report measurement tool named AEVis that can quantify a user's level of AE while using an InfoVis. Following a systematic process of evidence-centered design, each activity during instrument development contributed specific evidence to support the validity of interpretations of scores from the instrument. Four stages were established for the development: In stage 1, I examined the role and characteristics of AE in evaluating information visualization through an exploratory qualitative study, from which 11 indicators of AE were proposed: Fluidity, Enthusiasm, Curiosity, Discovery, Clarity, Storytelling, Creativity, Entertainment, Untroubling, Captivation, and Pleasing; In stage 2, I developed an item bank comprising various candidate items for assessing a user's level of AE, and assembled the first version of survey instrument through target population and domain experts' feedback; In stage 3, I conducted three field tests for instrument revisions. Three analytical methods were applied during this process: Item Analysis, Factor Analysis (FA), and Item Response Theory (IRT); In stage 4, a follow-up field test study was conducted to investigate the external relations between constructs in AEVis and other existing instruments. The results of the four stages support the validity and reliability of the developed instrument, including: In stage 1, user's AE characteristics elicited from the observations support the theoretical background of the test content; In stage 2, the feedback and review from target users and domain experts provides validity evidence for the test content of the instrument in the context of InfoVis; In stage 3, results from Exploratory and Confirmatory FA, as well as IRT methods reveal evidence for the internal structure of the instrument; In stage 4, the correlations between total scores and sub-scores of AEVis and other existing instruments provide external relation evidence of score interpretations. Using this instrument, visualization researchers and designers can evaluate non-performance-related aspects of their work efficiently and without specific domain knowledge. The utilities and implications of AE can be investigated as well. In the future, this research may provide foundation for expanding the theoretical basis of engagement in the fields of human-computer interaction and information visualization.
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Elaboration d'une méthodologie Kansei à travers les interactions physiques et digitales / Elaboration of a Kansei design methodology through physical and digital interactionsMahut, Théo 13 December 2017 (has links)
L’expérience que les utilisateurs vivent est récemment devenu un facteur majeur de différenciation entre les entreprises de produits et de services (comme Toyota Motor Europe), menant à des recherches plus approfondies dans les domaines de l’expérience utilisateur et de l’interaction. Ces recherches prônent une plus grande considération de la perception subjective plutôt que les propriétés objectives des produits.Partant de cette approche de la ‘recherche en design’ à travers la perception subjective, cette étude tente de comprendre et de formaliser l’influence réciproque entre interaction et expérience utilisateur, définissant quels paramètres affectent les réactions subjectives. À partir de ces paramètres, cette recherche a isolée les propriétés physiques et digitales d’un produit dans le but de mettre en avant ces effets sur les réactions affectives et cognitives d’un utilisateur.Grâce à cette approche, cette recherche aboutit à des apports à la fois scientifique et industriel: cette recherche a rendu possible la formalisation de l’interdépendance entre l’expérience utilisateur et les interactions; la mise en place d’une taxonomie des produits interactifs à travers l’approche métaphorique des interaction physique et digitale; et la matérialisation d’une méthodologie et d’outils pour à la fois évaluer et créer des interactions à partir de l’approche expérientielle. / Users’ experience with products recently became a major differentiation factor for products and services companies (such as Toyota Motor Europe), leading to deeper researches on both user experience and interaction. These researches preach for a deeper consideration of the subjective perception rather than artifacts’ objective properties.From this approach of ‘design research’ through the subjective perception, this study intends to understand and formalize the reciprocal influence between Interaction and user experience, highlighting which parameters are affecting subjective reactions. From these parameters, this research isolated the artifact’s physical and digital properties in order to highlight its effects on user’s affective and cognitive reactions.By doing so, this research resulted in both academic and industrial contributions. In terms of the former, it made possible to formalize the interdependency between User Experience and Interactions, to define a taxonomy of interactive products through the metaphorical approach of physical and digital interactions and to materialize a methodology with tools for both evaluating and designing interactions from the User Experience perspective.
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Conception et évaluation de l'expérience utilisateur en environnement virtuel immersif. / Design and evaluation of the user experience in immersive virtual environment.Tcha tokey, Katy 12 March 2018 (has links)
La réalité virtuelle, jusqu’alors réservée à des professionnels, poursuit son développement avec la mise sur le marché du grand public, de périphériques (e.g., Oculus) et d’applications (e.g., Star Wars : Jedi Challenges) dit « immersifs ». Pour autant, la littérature ne recense que peu de modèles et d’outils faisant référence à l’expérience utilisateur ou User eXperience (UX) en Environnement Virtuel Immersif (EVI), et les quelques modèles et outils existants ne considèrent pas l’ensemble des composants de l’UX. Cette thèse vise à proposer et valider un modèle holistique d’UX adapté aux EVI (objectif 1), à construire et valider un questionnaire d’UX opérationnalisant le modèle (objectif 2) et à utiliser le questionnaire validé dans le cadre d’une entreprise internationale, éditrice d’applications immersives dans le domaine ludo-éducatif (objectif 3). Le modèle « Immersive Virtual Experience Model » (IVEM) que nous proposons est multidimensionnel. En effet, il regroupe non seulement les facteurs intrinsèques à l’EVI (i.e., largeur du champ visuel, fréquence d’image, niveau d’interactivité, feedback du contenu 3D) et les facteurs propres à l’utilisateur (i.e., expérience précédente) impactant l’UX, mais aussi les composants caractérisant l’UX référencés dans la littérature (i.e., présence, immersion, engagement, flow, utilisabilité, compétences, émotions, conséquences de l’expérience, jugement, adoption de la technologie). Le modèle IVEM validé via cinq études expérimentales confirme les effets des facteurs sur les composants déjà identifiés dans la littérature et fait apparaître de nouvelles relations entre les composants jusqu’alors non démontrées. Notre questionnaire « Immersive Virtual Experience Questionnaire » (IVEQ) opérationnalise les dix composants de notre modèle, à travers des items provenant de questionnaires validés et répertoriés dans la littérature. Le questionnaire IVEQ validé à travers une étude expérimentale conduite sur 152 participants, est composé de 68 items : 9 items de présence, 3 items d’engagement, 5 items d’immersion, 10 items de flow, 11 items d’émotion, 6 items de compétence, 9 items de jugement, 8 items relatifs aux conséquences de l’expérience et 7 items concernent l’adoption de la technologie. Le questionnaire validé a été expérimenté chez un éditeur de solutions immersives, l’entreprise EON Reality, pour assister la conception de l’application ludo-éducative King Tut VR2, qui mobilise deux périphériques de réalité virtuelle : le casque VRONE et la salle immersive iCube. / Virtual Reality has until recently been mostly dedicated to experts. It is now pursuing its development towards the general public with the launch of new devices (e.g., Oculus) and immersive applications (e.g., Star Wars: Jedi Challenges). However, only few User eXperience (UX) models and tools are identified for Immersive Virtual Environments (IVE) in the scientific literature. And these few existing models and tools do not consider all the relevant UX components. This thesis aims to propose and validate a holistic UX model adjusted to IVE (objective 1), to build and validate a UX questionnaire that operationalizes the model (objective 2) and to use the validated questionnaire in an international company context, specifically an immersive applications editor in the field of edutainment (objective 3). The « Immersive Virtual Experience Model » (IVEM) model that we propose is multidimensional. Indeed, it combines not only IVE intrinsic factors (i.e., field of view, framerate, interactive level, 3D content feedback) and user intrinsic factors (i.e., previous experience) but also components from the scientific literature that characterizes the UX (i.e., presence, immersion, engagement, flow, usability, skills, emotions, experience consequences, judgement, technology adoption). The IVEM model was validated via five experimental studies. It confirms the effects of factors on components already identifies in the scientific literature as well as revealing new relations between components that were not demonstrated until then. Our « Immersive Virtual Experience Questionnaire » (IVEQ) questionnaire operationalizes the ten components of our model through items originating from validated and reported questionnaires in the scientific literature. The IVEQ questionnaire was validated through an experimental study conducted on 152 participants. It now comprises 68 items: 9 items for presence, 3 items for engagement, 5 items for immersion, 10 items for flow, 11 items for emotion, 6 items for skill, 9 items for judgement, 8 items related to experience consequences and 7 items refers to technology adoption. The validated questionnaire was experimented with an immersive solutions editor, specifically the EON Reality company, in order to assist the design of the edutainment application King Tut VR2 that can be used via two virtual reality devices: the VRONE headset and the immersive room iCube.
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Google AMP and what it can do for mobile applications in terms of rendering speed and user-experienceBäck, Oscar, Andersson, Niklas January 2019 (has links)
On today’s web, a web page needs to load fast and have a great user experiencein order to be successful. The faster the better. A server side rendered webpage can have a prominent initial load speed while a client side rendered webpage will have a great interactive user experience. When combining the two,some users with a bad internet connection or a slow device could receive a pooruser experience. A new technology called Amplified Mobile Pages (AMP) wascreated by Google to help combat this issue.The authors of this report gives an answer to if Google AMP could maintain theuser experience while still contributing with a fast initial load speed for applica-tions. To do this, we conducted an experiment through creating a Google AMPapplication and compared it to another application using a different renderingengine called Pug. We have also measured the metrics: page load time, speedindex and application size between the two applications. To fully understandthe AMP format, the authors conducted a literature study, to further strengthentheir findings.Google AMP is a great technology but it can still grow to become better. Theformat could increase the speed of a website, however the same result could beachieved without AMP if focus was set on writing a fast application. From theexperiment, the authors concluded that Google AMP takes a great time to learnbecause of its own version of JavaScript through modules. The format also hasa different structure than standard HTML. From the tests, a smaller applica-tion does not favor the implementation of AMP. We did however derive fromthe experiment and the literature study that bigger applications could benefitfrom the perks of AMP and could therefor be a potential choice for old and newapplications.
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Att skapa en plattformsoberoende applikation med bra användarupplevelseOlofsson, Anthon January 2019 (has links)
No description available.
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UX-metoder som kompletterar användbarhetstest genom att mäta tillfredsställelse : En fallstudie för att validera identifierade metoderBaaz, Felicia, Åkesson, Jennie January 2019 (has links)
This study has been carried out in collaboration with the company RISE and the group UX Insights, who works with methods to test a product’s usability and ergonomics. The purpose of the study was to find complementary UX methods for usability tests, and to test the methods for verifying whether the selected methods really generate complementary information, as it was requested by the UX Insights group. The goal was to identify three methods which could provide information about the user’s feelings, since emotions are linked to the factor satisfaction as opposed to usability tests that generate performance metrics. The goal was also to achieve a better product through tests and concept development, based on the selected methods, through a case study. The study was based on two research questions;RQ1. Which evaluation methods can be used to complement usability tests in work with UX and what supplementary information do the methods generate? RQ2. How can evaluation methods for UX be used in the product development process to effectively draw attention to emotional reactions in the interaction between product and human? To answer the research questions, a literature study and a case study were conducted. The literature study aimed at identifying complementary methods for usability testing, which resulted in the methods Emocards, semantic differential scale and interview. The identified methods wereused together with usability tests during two tests in the case study. Test one was carried out on two air conditioners that Electrolux assisted with, and test two was carried out on a concept of a new control panel that was developed after product development of the product that was in greatest need of improvement. The study resulted in a developed concept that generated better results from the tests, compared to the standard product. The concept received 18 percentage points higher effectiveness and an increase in efficiency as all tasks required at least 40 percentage points less effort. The movement in the circumplex model was 14 and 13 steps for the concept, compared to 32 and 15 steps for the standard product. The concept improved based on the semantic differential scale, where the average value decreased by 1.3 units. The result also showed that usability tests can be complemented by the methods Emocards, semantic differential scale and interview, which means that the whole aspect of UX is measured as the methods together generate both performance-based data and self-reporting data, which generates information on both performance and satisfaction. The conclusion of the study showed that all three complementary methods provided information that could be used in the development of the product in the case study. However, all three methods provided similar information and therefore do not need to be used together. For this reason, it is recommended to either complement usability tests with Emocards and interviews or with semantic differential scale and interview. This is because interviews can deepen the information that selected methods generates. / Den här studien har utförts i samarbete med företaget RISE och gruppen UX Insights som arbetar med metoder för att testa produkters användbarhet och ergonomi. Syftet med studien var att hitta kompletterande UX-metoder till användbarhetstester samt att testa metoderna för att verifiera om valda metoder verkligen generar kompletterande information, då det var efterfrågat av gruppen. Målet var att identifiera tre metoder som kunde ge information om användarens känslor, då känslor är kopplat till faktorn tillfredsställelse till skillnad mot användbarhetstest som genererar information om prestation. Målet var dessutom att genom en fallstudie åstadkomma en bättre produkt genom tester och konceptutveckling, utifrån valda metoder. Studien grundades på två forskningsfrågor; F1.Vilken/vilka utvärderingsmetoder kan användas för att komplettera användbarhetstester i arbete med UX och vad genererar metoderna för kompletterande information? F2. Hur kan utvärderingsmetoder för UX användas i produktutvecklingsprocessen för att effektivt uppmärksamma känslomässiga reaktioner i interaktionen mellan produkt och människa? För att besvara forskningsfrågorna genomfördes en litteraturstudie och en fallstudie. Litteraturstudien syftade till att identifiera kompletterande metoder till användbarhetstest, vilket resulterade i metoderna känslokort, semantisk differentialskala och intervju. De identifierade metoderna användes sedan tillsammans med användbarhetstest under två test i fallstudien. Test ett genomfördes på två luftkonditioneringar som Electrolux bistod med och test två genomfördespå ett koncept av en ny kontrollpanel som togs fram efter produktutveckling av den produkt som var i störst behov av utveckling. Studien resulterade i ett utvecklat koncept som genererade bättre resultat från testerna, jämfört med den ursprungliga produkten. Konceptet fick 18 procentenheter högre ändamålsenlighet samt en ökning i effektivitet då alla uppgifter krävde minst 40 procentenheter mindre ansträngning.Förflyttningen i den circumplexa modellen blev 14 respektive 13 steg för konceptet, jämfört med 32 och 15 steg för standardprodukten. Konceptet förbättrades utifrån den semantiska differentialskalan, där medelvärdet minskade med 1,3 enheter. Resultatet visade dessutom att användbarhetstest kan kompletteras av metoderna känslokort, semantisk differentialskala och intervju, som gör att hela aspekten av UX mäts då metoderna tillsammans genererar både prestationsbaserade data och själv-rapporterande data, vilket genererar information om både prestation och tillfredsställelse. Slutsatsen av studien visade att alla tre kompletterande metoder gav information som kunde användas i utvecklingen av produkten i fallstudien. Däremot gav alla tre metoder liknande information och behöver därför inte användas tillsammans. Av den anledningen rekommenderas att antingen komplettera användbarhetstest med känslokort och intervju eller med semantisk differentialskala och intervju. Detta eftersom intervjuer kan fördjupa informationen som valda metoder genererar.
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Conversion Rate Optimization : A Qualitative Approach to Identifying Optimization Barriers / Konverteringsoptimering : En kvalitativ strategi för att identifiera optimeringsbarriärerJensen, Marina January 2019 (has links)
This thesis examined the question “What barriers are preventing Swedish companies from performing a structured conversion rate optimization process?”. As the purpose is to obtain an understanding of what is preventing companies from successfully execute conversion rate optimization (CRO). Given that CRO is an important part in most digital marketing activities. And despite increase in budget and importance in marketing, resource constraint continues to be the biggest obstacle. The method employed to investigate this question was qualitative interviews with participants who worked with websites in seven different companies. An analysis was carried out, estimating the participating companies’ level of knowledge, overall structure, what to prioritize and current obstacles. It was established that the interviewees had several different areas of concern with regards to conversion rate optimization. Limited time, budget, priorities, knowledge, ownership, structured approach and interpreting data, were all treated in the analysis. A discussion was carried out to argument the definition of “biggest” barrier, as some barriers were more common than others but easier to overcome. Overall, these obstacles could all be traced back to barriers as prioritization, structure and ownership. The conclusion was that companies must have a more structured working process within the area of conversion rate optimization in order for this practice to be prioritized as a substantial part of companies online marketing activities. / Denna uppsats har undersökt frågan "Vilka hinder hindrar svenska företag från att genomföra en strukturerad konverteringsoptimerings process?". Med syfte att få en förståelse för vad som hindrar företagen att utföra konverteringsoptimering (CRO). Då CRO är en viktig del i de flesta digitala marknadsaktiviteter. Och trots ökad budget och kunskap inom marknadsföring är resursbegränsningen fortfarande det största hindret. Metoden som användes för att undersöka denna fråga var kvalitativa intervjuer med deltagare som arbetade med webbplatser inom sju olika företag. En analys genomfördes, som tog upp företags kunskapsnivå, övergripande struktur, prioriteringar och nuvarande hinder. Det fastställdes att intervjuarna hade flera olika problemområden med avseende om konverteringsoptimering. Begränsad tid, budget, prioriteringar, kunskap, ägandeskap, strukturerat abetsflöde och tolkning av data, behandlades alla i analysen. En diskussion gjordes för att argumentera för definitionen av "största" barriären, eftersom vissa hinder var vanligare än andra men lättare att övervinna. Sammantaget kan dessa hinder alltså spåras tillbaka till hinder som prioritering, struktur och ägande. Slutsatsen var att företagen måste ha en mer strukturerad arbetsprocess inom området för konverteringsoptimering för att denna disciplin ska prioriteras som en väsentlig del av företagets marknadsföringsaktiviteter online.
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