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Navigating the Third Dimension on the Web : User Experience of navigation models in three-dimensional non-immersive e-commerce showroom websitesPersson, Tuva, Wahle, Pauline January 2023 (has links)
With the increasing prevalence of websites that incorporate a third dimension into the scene, it is important to evaluate the usability of these virtual environments. This research contributes to existing knowledge of 3D navigation by exploring and evaluating the user experience of three navigation systems commonly used on three- dimensional websites: General Movement (Exploration), Targeted Movement (Search), and Specified Trajectory Movement. The study uses a within-subjects design, with a test audience consisting of 13 participants. Data was collected using observation and eye-tracking on sample websites representing each navigation technique, followed by a questionnaire. As this study distinguishes the two key aspects of user experience in pragmatic and hedonic values, results indicate that the new forms of website navigation are high in hedonic potential while varying in pragmatic usability. The results indicate that General Movement and Targeted Movement have an overall positive impact on user experience, as they are easy to understand and use. However, Specified Trajectory Movement is found to provide a poor user experience due to the lack of control over movement, resulting in frustration.
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Framing theory on music streaming platforms : How vocabulary influences the user experiencevan Bree, Lotte January 2023 (has links)
Music streaming services aim to provide users with personalized content to avoid information overload and increase the user experience. Besides the recommender systems that are involved to ensure users are provided with their musical preferences, vocabulary can play a significant role in achieving personalization. Including personal pronouns is one way to implement personalization. However, looking into music streaming services it has yet to be discovered how the implementation of personalization via wording has its effect on the users' decisions, expectations, and satisfaction. The study aims to get a better understanding of how vocabulary framing in personalized playlist titles affects the user experience. The lack of knowledge makes it difficult to make wise decisions in wording and it could lead to ineffective use of vocabulary within playlist titles on music streaming services. To carry out this study an online survey was conducted, and the data collected was stored in an API spreadsheet. The program SPSS was then used to further analyse the data to draw conclusions. Based on the results of the survey it was concluded that using wording that indicates personalization does have a significant effect on user choice and overall satisfaction within a music streaming platform. When given the choice of picking either a playlist with a title that indicates personalization or one where there is no indication of personalization, participants were significantly more drawn towards the playlists that indicate personalization.
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Dashboard Design Proposal for Trionas TNE Editor using User Centred DesignFrölander, Johan, Örjes, Patrik January 2023 (has links)
We have been working together with Triona AB to design a dashboard mock-up for their web application TNE Editor, so they can get a better overview of important information. A process with many steps is needed to gather information about Trionas customers, we want to reduce the number of these steps. Triona is an IT-consulting business. They primarily work with logistics and infrastructure organizations. Our goal was to develop an administrative dashboard for TNE Editor. A user centred design (UCD) approach was used. This was done by involving the users in the process from the beginning to determine what requirements the users had. A UCD methodology helps use valuate if they are satisfied with the design according to the usability requirement satisfaction. Our research questions were: How can a dashboard reduce the steps needed to gather statistical information of Trionas customers? By implementing design principles for a dashboard, will the users be satisfied with the dashboard design? We interviewed employees at Triona that use the TNE Editor and made a SWOT-analysis based on their answers. The results showed opportunities to implement different data about Trionas customers on a dashboard. Information like the activity trend the customers, proportion of accepted and rejected projects and common error messages. We designed a dashboard mock-up with the feedback from the interviewees together with design guidelines such as gestalt theory and information visualization theory. We have also taken usability and user experience principles into consideration to make the dashboard as efficient and user friendly as possible. The users of the TNE Editor generally seem pleased with the dashboard mock-up. However, there is still room for additional iterations to improve the design further. / Vi har samarbetat med Triona AB för att designa en dashboard prototyp för deras webbapplikation TNE Editor, så att de kan få en bättre översikt över viktig information. För att samla information om Trionas kunder så krävs en process med många steg, vi vill minska antalet steg i denna process. Triona är ett IT-konsultföretag som främst arbetar med logistik- och infrastrukturorganisationer. Vårt mål var att utveckla en administrativ instrumentpanel för TNE Editor. Vi använde oss av en användarcentrerad design (UCD)-metodik. Detta gjordes genom att involvera användarna i processen från början för att fastställa deras krav och behov. En UCD metodik hjälper oss även att utvärdera om de är nöjda med designen enligt usabilitykravet satisfaction. Våra forskningsfrågor var: Hur kan en dashboard minska antalet steg som behövs för att samla statistik om Trionas kunder? Genom att implementera design principer för en dashboard, kommer användarna bli nöjda med dashboard designen? Vi intervjuade anställda på Triona som använder TNE Editor och genomförde en SWOT-analys baserad på deras svar. Resultaten visade möjligheter att implementera olika data om Trionas kunder på en dashboard. Information som aktivitetstrender för kunderna, andel accepterade och avvisade projekt samt vanliga felmeddelanden. Vi designade en dashboard prototyp utifrån feedback från intervjupersonerna tillsammans med designriktlinjer såsom gestaltningsteori och teori för informationsvisualisering. Vi har även tagit hänsyn till principer för användbarhet och användarupplevelse för att göra dashboard så effektiv och användarvänlig som möjligt. Användarna av TNE Editor verkar generellt sett nöjda med prototypen för instrumentpanelen. Det finns dock fortfarande utrymme för ytterligare iterationer för att ytterligare förbättra designen.
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Player consumption psychology : Constructing user profiles for game developersXiong, Xinyi January 2022 (has links)
Free-to-play gamers' spending habits are crucial for game developers to generate revenue in games. The unique thing about free-to-play business model games is that players don't have to pay to play the game, but need to make in-game purchases if they want a better gaming experience. The users are diverse,the trend to personalise services for users based on their diversity has become unavoidable, but identifying user needs is a large and complex problem, so an in-depth understanding of players' spending behaviour in games is essential. This thesis assists researchers in addressing this issue by constructing a game user profile based on player consumption patterns. In order to build a profile of a game's users, a great amount of data needs to be collected. However, simply providing raw data may not be of value to the development. For this reason, this thesis explores a methodology for effectively analysing and communicating survey data. This methodology collects data from user surveys, analyses the data using the author's proposed logic for creating user profiles based on consumer behaviour, and uses a combination of quantitative and qualitative methods to create a realistic game user profile. On this basis, through the application of the proposed logic, four categories of player consumption archetypes could be identified: players with Positive attitude(POSA), Moderate attitude (MODA), Reluctance attitude (RELA), and Negative attitude (NEGA). Subsequently, these archetypes could then be used to establish design guidelines for creating game mechanics and services to better encourage in-game purchases. However, as these methods have not been put into practice, the effectiveness of using them is open to question.
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With Great Power Comes Great Responsibility : A Qualitative Study on Ethics for UX-designers in AISandberg, Fabian January 2023 (has links)
In this study the subject of ethics is examined, more specifically how ethical consideration might change for UX-designers when working on artificial intelligence. With the introduction of new, powerful AI tools such as chatGPT and Midjourney, these tools are finding their way into the hands of users all around the world. This being the case, ethical consideration in UXdesign is of great importance, as it is this discipline which shapes products for the needs of the consumer. The aim of this study is to examine how ethical considerations in UX-design for artificial intelligence tools might differ from traditional UX-practise. It is an important field to examine, as little to no prior research has been conducted on the intersection of ethics, user experience design, and artificial intelligence. Initially, a literature review was conducted in order to situate this study in the current field of similar research. Thereafter theories on ethics are presented to facilitate the coming discussion. A qualitative methodological approach was chosen as suitable for the study. By conducting a small-N-study and semi-structured interviews with design practitioners, as well as an AI expert, data was gathered on ethics, UXdesign, and artificial intelligence. This data was then analysed through text analysis and the interpretative research paradigm in order to identify patterns and themes. Four main themes are identified and presented, as well as discussed. The findings of the study show how aspects that have traditionally been connected to the technical development of artificial intelligence are of great relevance to the discipline of UX-design as well. These aspects; responsibility, explainability, and transparency, must be taken into account by design practitioners in design work for artificial intelligence in order to transfer knowledge of the tool onto the user. The findings of this study contribute to the intersection of knowledge of ethics, user experience design, and artificial intelligence by showing how the concept of responsibility in artificial intelligence is of equal importance to design practitioners. Furthermore, it also show that the concepts of explainability and transparency, which have hitherto been exclusive to the realm of AI-development, are applicable in design work. Additionally, based on these findings a prototype framework for the development of ethical guidelines for design practitioners in artificial intelligence is proposed. As for future work in the field, it would be of value if future studies would interview design practitioners with more professional experience of design in artificial intelligence, as well as confirm the findings of this study through the use of other methodologies through method triangulation.
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Redesigning Friendlyreader : A Case Study of Redesigning A Website for Persons With Reading and Writing DifficultiesMuts, Katarina January 2023 (has links)
Information is everywhere in today’s society and it is important that everyone can access it. A tool called Friendlyreader can help people with reading and writing difficulties change text. With Friendlyreaderthey can summarise text, change its visual appearance, and learn the text complexity among other things. The aim of this study is to investigate this tool by evaluating current accessibility and usability problemsthrough a heuristic evaluation to redesign the tool and then to conduct between-subject usability testingto see what the users think of the changes compared to the original. The results of these evaluation methods were that there were some usability and accessibility problems, but the users thought otherwise. Both the original version and the redesigned version received high scores, but the redesigned version wasbetter in some aspects such as aesthetics and button design. The scope of the study was too small todraw any definite conclusions and more investigation is needed.
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Designing a reactive feedback feature for end-users in web-based media softwareDellmar, Jessica January 2024 (has links)
Customer feedback is essential for improving a company's products or services and increasing customer satisfaction. Despite its value, user involvement faces many challenges, such as low user motivation and feedback with missing context information. To increase the chance of collecting user feedback, the process must be fast, easy, and well-integrated into the system or product. In this thesis, a suitable way of designing a high-fidelity (Hi-Fi) prototype of a reactive feedback feature that improves the ease of submitting end-user feedback and enriching it with sufficient information to streamline the interpretation and handling process has been investigated. This was done by following the Design Thinking method and its five phases. In the first phase of the process, Empathize, information about the end-users' and the product teams' pain points, wants, and needs regarding the current feedback process were gathered through interviews. A literature study and research of existing feedback tools were also conducted to build a broader knowledge about the subject. The collected data was organized and analyzed during the second phase, Define, through affinity diagramming, a customer journey map, and defining user need statements. In the third phase, Ideate, a wide range of design solutions to the identified problems and user need statements were generated during a Crazy 8 workshop and initial sketching. The two final phases, Prototype and Test, consisted of three iterations of creating and evaluating prototypes through an expert review, a usability test, a heuristic evaluation, and a final usability test. The two major identified pain points were the product team expressed that customer feedback is often difficult to interpret due to missing context information, and that end users have to go through a long and laborious procedure to provide feedback. End-users wanted an easy and fast way to submit a wide range of feedback to have some impact on the product's future improvement, and the product team wanted to collect as much sufficient information as possible to facilitate the interpretation and handling process. The study explores the challenges of including predefined feedback options and a prioritization feature to enhance the interpretation and management of feedback while maintaining ease of use. The prototype includes the possibility to attach annotated screenshots and screen recordings and automatically collects contextual data to address the lack of information and simplify and speed up the feedback process for end-users. The final usability test resulted in positive feedback and showed that the suggested feedback feature enables end-users to provide feedback quickly and easily while providing the product team with the most necessary information. The result also gives a first indication that the feedback feature will increase the end-user involvement in the product's future development.
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Benefits of Accepting Cookies in a Digital News Space : A Way to Communicate the Enhancement of User Experience That Cookies AllowÄhlström, Olivia January 2024 (has links)
No description available.
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Onboarding New Users for Initial Creation of Photo Book in Mobile ApplicationAavik, Ida January 2024 (has links)
Photography holds great significance by capturing memories and sharing stories. Today, the average user has around 2,000 photos on their smartphone, many of which go unnoticed. Once Upon is a mobile application launched in 2017, where users can create photo books to collect their memories in a physical book. Observations and previous data from Once Upon show that new users encounter certain challenges when creating their first photo book with the application. This has sparked interest in exploring how onboarding can be used to help new users. Onboarding is a broad term that includes introducing users to a new product or service. This study followed the Design Thinking process to create a prototype of an onboarding process that facilitates understanding for new users how to get started with creating their first photo book using the Once Upon mobile application. In the first phase, Empathize, research methods were conducted to identify how users interact with the Once Upon mobile application. The data was further analyzed in order to narrow down the topic and define the problems in the Define phase, employing methods such as personas, user flow diagrams and mind mapping. Subsequently, ideas began to be generated in the next phase, Ideate, where How Might We statements were formulated. These were utilized in two workshops for brainstorming, and then contributed to the initial sketching of different design proposals. The last two phases, Prototype and Test, were performed iteratively to produce prototypes and test them with usability testing. It was observed that new users experienced some challenges when creating a photo book for the first time in the application. Among other things, they lacked inspiration, looked in the wrong place for certain functions or did not know how to start from scratch. With this, the focus was placed on the onboarding flow being about introducing users to creating their first photo book with the Once Upon mobile application. Different strategies and types of onboarding had been analyzed, and then some that were deemed suitable for the application were chosen to proceed with. During the tests of the prototypes, a flow was finally chosen that the participants appreciated the most. The result contributed to helping new users get started and get inspired to create their first photo book with the Once Upon mobile application, through the creation of a design proposal of an onboarding process. / Fotografi har stor betydelse genom att fånga minnen och dela berättelser. Idag har den genomsnittlige användaren omkring 2 000 foton på sin smartphone, varav många går obemärkta förbi. Once Upon är en mobilapplikation som lanserades 2017, där användare kan skapa fotoböcker för att på så sätt samla sina minnen i en fysisk bok. Observationer och tidigare data från Once Upon visar att nya användare stöter på vissa utmaningar när de skapar sin första fotobok med applikationen. Detta har väckt intresse för att utforska hur onboarding kan användas för att hjälpa nya användare. Onboarding är ett brett begrepp som innefattar att introducera användare till en ny produkt eller tjänst. Denna studie följde Design Thinking-processen för att skapa en prototyp av en onboardingprocess som underlättar förståelsen för nya användare hur man kommer igång med att skapa sin första fotobok i Once Upon mobilapplikationen. I den första fasen, Empathize, genomfördes forskningsmetoder för att identifiera hur användare interagerar med mobilapplikationen Once Upon. Datan analyserades vidare för att i Define-fasen smalna av ämnet och definiera problemen med hjälp av metoder som personas, user flow-diagram och mind mapping. Därefter började idéer genereras i nästa fas, Ideate, där How Might We-frågeställningar formulerades. Dessa användes vid två workshops för brainstorming, och bidrog sedan till att börja skissa olika designförslag. De sista två faserna, Prototype och Test, utfördes iterativt för att ta fram prototyper och testa dessa med genom användbarhetstester. Det observerades att nya användare upplevde en del utmaningar när de skulle skapa en fotobok för första gången i applikationen. Bland annat att de saknade inspiration, letade på fel ställe för vissa funktioner eller inte visste hur de skulle komma igång. Med detta lades fokuset på att onboardingflödet skulle handla om att introducera användarna inför att skapa sin första fotobok med Once Upon mobilapplikationen. Olika strategier och typer av onboarding hade analyserats, och därefter valdes några som ansågs lämpliga för applikationen att gå vidare med. Vid testerna av prototyperna valdes slutligen ett flöde som deltagarna uppskattade mest. Resultatet bidrog till att hjälpa nya användare att komma igång och få inspiration till att skapa sin första fotobok med Once Upon mobilapplikationen. Resultatet bidrog till att hjälpa nya användare att komma igång och bli inspirerade att skapa sin första fotobok med mobilappen Once Upon, genom framtagandet av ett designförslag för en onboardingprocess.
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Assessing the User Experienceof Hype Energy Drinks’ New Website : A study in UX development comparing the userexperience of two versions of the website Hype.comWidmalm, Vera January 2023 (has links)
This study explores the optimization of user experience (UX) and website goals through arelatively small-scale test with 10 participants. The research focuses on evaluating theimplementation of a new website prototype for Hype Energy Drinks, with an aim to improvehealth orientation and UX, specifically when communicating the product sections for isotonicdrinks and protein products. The study highlights the significance of meticulous website design,structure, and adherence to UX principles, such as usability, accessibility, consistency, and usercentered design. The findings demonstrate that the new website significantly enhances the user experience,particularly in conveying health-oriented product information. Improved structure and layoutcontribute to improved usability and effective communication of health-related products. However, both the old and new sites were perceived as having a sporty rather than a healthoriented look. The study also reveals the complexity of implementing animations and emphasizes theimportance of carefully considering the role and impact of animations in website design,particularly in facilitating clear and efficient communication of product information. Thefindings contribute to a better understanding of how website design and UX principles caneffectively communicate health-related products, while also highlighting areas for improvementand future research.
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