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Parallax Scrolling in a hedonic context : Does it influence the reader’s experience?Ilbratt, Cajsa-Stina January 2021 (has links)
This study examines to which extent parallax scrolling can influence the immersive experience in a hedonic context. Parallax scrolling is a technique that creates an illusion of depth which occurs when several layers of graphics move at different speeds. Research in the field advocates that parallax scrolling is most effective when it is used in a hedonic context. Hence the hypothesis for the study is that parallax scrolling will be perceived as being more immersive in the context of a web story than a non-parallax web story. The study was conducted using an A/B test where the results were analysed using a two-sample t-test. The t-test revealed no significant difference between the two groups in most aspects. However, an indication that could be seen was that the participants who had tested the parallax scrolling prototype felt more immersed in the story and thought that the web story conveyed a sense of depth opposite to those how tested the non-parallax prototype. Results of the study also showed that parallax technique could have a negative effect on the user experience when it was not well executed. But further research with a lager sample is needed to determine a more conclusive result. KeywordsParallax Scrolling,
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Uživatelská zkušenost kuřáků tabáku odvykajících s online intervencí Endre: online dotazníková studie / User experience of tobacco smokers using the online intervention Endre: an online surveyŠálená, Adéla January 2021 (has links)
Background: Tobacco dependence is among the strongest of addictions and smoking is a significant risk factor for a large number of diseases as well as premature death. New treatment options for tobacco dependence have emerged with the implementation of eHealth approach, especially those provided remotely. In the field of addictology we are mainly talking about applications for smoking cessation, which can be an attractive option for those who want to quit smoking, but their effectiveness needs to be further examined. Aims: The main objective of this study is to describe user experience of tobacco smokers using the online intervention Endre. Partial aims were to find how users rated the visual interface of the intervention, the user-friendliness and what method of cessation they would choose for their future atempts to quit. Material and methods: Data collection was carried out using a quantitative method of probability selection, namely a simple intentional (criteria) selection through an online questionnaire tool sent by e-mail to selected participants of the ongoing RCT study. The research group consisted of 105 respondents, of whom 60 were women and 45 men. To evaluate the collected data, MS excel was used, where frequency analyzes, summary statistics and testing of statistical hypotheses were...
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Cultural differences within user experience and user interface : A qualitative study on how individualistic and collectivistic cultural differences affect users' attitudes towards food ordering applicationsBatistier, Louise, Holmlund, Felicia January 2021 (has links)
The study's purpose is to present additional information about how individualistic and collectivistic cultural differences might affect the customer's attitude towards UX and UI on online food ordering applications. The authors found that individuals' cultural background can in some cases have an impact on their attitude towards UX and UI on food ordering applications. The study's conclusion covered the themes; simplicity, information, experience and aesthetic. As a result, the study could be interpreted as potential guidelines to improve companies' applications and potentially attract a wider target group.
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Researching the conflicts between user experience, front-end and back-end in software development processPavicevic, Tea, Tomasevic, Dejana January 2021 (has links)
User experience design is the process of improving the accessibility and use of a product during user’s interaction with it. This study investigates the issues that occur in the coordination of UX design and software development. Furthermore, it examines diverse types of conflicts between UX designers, front-end and back-end developers, factors contributing to these conflicts and their influence on the software development process. The method used in this study is a survey conducted in an online form with a target group of practitioners. The data show that task conflicts are the most common type of conflicts in teams, that gender of a person can influence its awareness of the project status and that age and geographical location do not affect the occurrence of the identified conflicts.
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Kognitiv kostnad av UIelement : Går det att sänkakognitiv kostnad av ettgränssnittselement somindikerar riktning? / Cognitive costs of UIelements: : Is it possible toreduce the cognitive cost ofa user interface elementthat indicates direction?Söderberg, Sigrid, Orlov, Joacim January 2021 (has links)
Denna studie undersökte rimligheten av att applicera kognitiva teorier och interaktionsdesigns koncept på ett datorspelsgränsnitt med rollen av att hävda en riktning som en användare ska vända sig mot för att hitta sitt mål. För att skapa ett gränssnitt som gör detta valdes olika kognitiva teorier och interaktionsdesign koncept exempel på dessa är Cognitive workload theory” (Kosch, 2020) och Sökbarhet (ware, 2011, s 23-64). Ett gränssnitt skapades för ett FPS-spel där målet var att hitta och sikta mot olika objekt och gränssnittets roll var att hjälpa användaren att hitta dessa mål oavsett vart de var i förhållande till vart användaren tittade. En studie utfördes med två UXD-experter där experterna fick spela genom artefakten och intervjuades efter genomspelningen. Datan visar på att det finns starka bevis för att det går att skapa ett gränssnitt som med låg kognitiv kostnad pekar ut en riktning genom att följa kognitiva teorier och interaktionsdesign koncept. / <p>Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.</p>
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Evaluation on “My pages” for public transport in Värmland : A study on improving the user experience for citizens / Utvärdering av ”Mina sidor” för kollektivtrafik i Värmland : En studie om ökad användarupplevelse för medborgarnaMålström, Mikaela January 2021 (has links)
The digitization in public transport is aimed at all citizens, which means that everyone should be able to use IT-based services in a simple way and obtain available information. The purpose of this study is to identify the usability issues that can occur on “My pages” of county-wide bus service. The purpose is to find out the improvements that can be made to the efficiency and user experience on My pages based on the comments of the test participants. The research questions in this study are: What usability problems can be identified on My pages? What efficiency improvements can be made on My pages based on test participant feedback and how is the user experience perceived by test participants? The methods used during this study are usability testing using eye-tracking equipment, observation, thinking aloud, and structured interview that includes background questions about the participants. The results are based on the data collection through the test participants. Eight usability issues were identified, and eight improvement points were revealed. Eye-tracking equipment combined with gaze-plots and observation can be used to see how a usability problem arises. Test participants comments when thinking aloud and interviewing give a better understanding of testing behavior.
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Are You Experienced: A Speculative Experiment in UXD Testing SitesRoll, Melanie Renee 03 May 2022 (has links)
No description available.
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Requirements Engineering For Distraction-Free Software : Systematic Literature Review and SurveyPonugubati, Dhana Lakshmi, Vallem, Vineesha January 2020 (has links)
Context and Motivation: Technology play a vital role in the people’s present life. These technology has different types of softwares and devices. Now a days people mostly live around the digital devices and involve with them. These softwares when using causes digital distraction. Mostly digital distraction occurs only when using digital devices. For the development of software and devices requirements play a major role in the development in an organization. Question/Problem: The requirements are developed into the features of software. These features when using can cause distraction. So to manage these digital distraction causing by the software, we considered requirements engineering, by introducing the requirements engineering process at the beginning of the development of software, so to develop a distraction-free software. This can be helpful for the developers to develop the distraction-free software from early stages for the user. Principal Ideas/Objectives: Our thesis mainly focus on the identification of quality factors requirements contributing to the digital distraction and analyse them and we also tried to identify feature usage and user experience of software to identify distraction of software and a mind-map is designed for the study of digital distraction. So that these can provide useful information for future studies. Methods/Contributions: In our thesis study, we conducted Systematic Literature Review using snowballing process for the identification of the literature about the digital distraction and analysed the SLR. Further an online survey is conducted on Instagram users to extract distraction features and reasons for distraction and then we used this data to plan a mind-map of different categories contributing to digital distraction. Results: The main findings and observations in our research are observed through SLR and survey results. For research question 1, the data that is extracted through SLR gives quality factor requirements that contribute to the digital distraction. An understanding of digital distraction among software and feature and also the causes are observed. For the research question 2, the data from the survey is collected from the users of Instagram are observed. The results from the survey are extracted to know about the distraction of software using the feature usage which is extracted from the survey and also the user experience. From these results of SLR and survey data, a mind map is designed to know about the study of the digital distraction. Conclusions: Finally, we come up with a idea by planning mind-map that helps the software developers and requirement engineers to build a distraction-free software. The results of this study can be helpful to all the software developers and also to the ones who want to carry our the research on requirements connection with digital distraction, this can be a start point for them.
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The Practice of Involving Children in the Design of Kids’ Apps : A Study of Market Oriented Child Culture ProductionLindgren, Chris January 2020 (has links)
This thesis discusses the practice of involving children in the production of kids’ apps in order to gain an understanding of how notions of children and childhood are being shaped by and shape this practice. This is achieved through a narrative analysis of interviews with five design and research professionals from the kids’ apps industry. The informants express a strong moral obligation to create quality experiences for the child user. Children are portrayed as with agency and competence in shaping and sharing their views on the world, but also as dependent of adults’ good intentions when it comes to the design of consumer products. A common belief is that when creating quality products for children, adults need to consult children to gain insight into their different physical and cognitive capabilities as well as their culture and ways of making meaning of the world.
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Engaging Content Experience- Utilizing the Strossle recommendation capabilities, across publishers’ websitesMaes, Pauline January 2018 (has links)
The project aims at exploring the process of designing recommender systems from a users’ perspective. Recommendations are the systems that can help users navigate in the overload of information, that is currently available online. This project focuses on the recommender network of Strossle, which provides article recommendations across various publishers’ websites. User-centered research has been performed to understand the current system and how that influences the users’ perceived experience. The goal was to develop a more engaging content experience for the Strossle recommendation system. This is done by means of participatory design methods. As people tend to use recommendations very sporadic and they often do not really know what they are looking for. The emphasis was on finding the balance between exploratory browsing and navigating towards the users’ preferences. In order to achieve this, a more dynamic widget has been developed that offers navigation in various related topics.
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