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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
551

Procedural generation of game bits and its effect on game user experience

Le Gal [Beneroso], Mikael January 2020 (has links)
Procedural Content Generation means the algorithmic creation of game content with limited or indirect user input. This technique is currently widespread in the game industry. However, its effects when applied to elements that do not engage directly with the player, also known as Game Bits, require more research. This paper focuses on how players experience a game when these Game Bits are procedurally generated, and how this alters their will to continue playing the game. By developing and using a 2DRogue like game to perform a qualitative study with eight participants, this dissertation shows an indication that procedurally generating Game Bits does not alter how the players experience a game or their desire to replay it.
552

Hur bidrar prototyper med olika verklighetsgrader till effektiv kommunikation inom ett produktteam? / How do prototypes with different fidelity contribute to effective communication within a product team?

Rintakoski, Moa January 2020 (has links)
Prototyper är verktyg som UX-designers använder för att diskutera designidéer med intressenter samt för att utvärdera koncept. Prototyper har olika verklighetsgrader och används i olika syften. När en UX-designer arbetar kan denna ingå i ett produktteam. Produktteamet arbetar med att underhålla eller skapa produkter och tjänster utefter de behov som finns, både från företaget och ur kundernas perspektiv. När ett team arbetar tillsammans är effektiv kommunikation viktigt för att missförstånd ska undvikas. Att ha förståelse för hur verktygen som används bidrar till effektiv kommunikation är då en viktig aspekt att beakta. Studiens syfte var att undersöka hur prototyper med olika verklighetsgrader bidrar till effektiv kommunikation inom ett produktteam. Intervjuer utfördes med människor som arbetar inom ett produktteam och för-och nackdelar med prototyper med olika verklighetsgrader identifierades som sedan jämfördes med element som ska beaktas i en effektiv kommunikation. För- och nackdelar var bland annat att lo-fi prototyper är effektiva i fysiska miljöer och mid-fi prototyper ger en helhetsbild över designen och mottagaren kan då enklare ge feedback. Resultatet genererade irekommendationer som kan bidra med vad en UX-designer kan tänka på när prototyper med olika verklighetsgrader används för att bidra till effektiv kommunikation. / Prototypes are tools used by UX-designers to discuss design-ideas with stakeholders and to evaluate concepts. Prototypes have different fidelity of reality and are used for different purposes. When a UX-designer working the designer can work in a Product team. A product team work to maintain or create products that are needed, both from the company and from customers perspective. When a team works together, effective communication is important in order to avoid misinterpretation. Understanding how tools are used for effective communication is an important aspect to consider. The purpose of the study was to investigate how prototype with different fidelity of reality support effective communication within a product team. Interviews where conducted with people who workes in aproduct team and advantages and disadvantages of prototypes with different fidelity of reality were identified which were then compared with elements to be considered in effective communication. Advantaged and disadvantages were among other things, lo-fi prototypes are effective in physical environments and mid-fi prototypes provide a comprehensive picture of the design and the recipient can then more easily give feedback. The result was generated in recommendations that can contribute what a UX-designer can think of when prototypes with different fidelitys of reality are used to contribute to effective communication.
553

"Man kan UX:a allt" : En studie i yrkesidentiteter hos UX-bibliotekarier / "You can apply UX to anything" : A study on the professional identity of UX Librarians

Segerhag, Klara, Enestubbe, Philip January 2020 (has links)
The aim of this bachelor thesis is to examine the professional identities oflibrarians with special focus on User Experience (UX). To achieve this aimwe have used the four professional identities described by Jenny Lindberg,the communicative identity, the technical identity, the academic identity andthe conservative identity. We have interviewed seven librarians at fivedifferent academic libraries in Sweden that works with UX. In the analysis ofour empirical material we found that the identity most represented among theinformants was the communicative identity while the conservative identitywas seen by the informants as their anthesis. Furthermore we added apotential fifth identity, the progressive identity.
554

Acculan System : The next generation of a Surgical Power Tool

Abele, Alexander January 2019 (has links)
Orthopedic surgery is dangerous, especially for the surgeon! Tool failures belong to the ten most frequent causes of operation delays. Nowadays, hospitals are pressured to optimize procedures and lower costs. Especially, orthopedic surgery is physically demanding for the ergonomics of the surgeon and tools wear out more quickly. Could the evolution of a surgical power tool be used in these scenarios to ease and support the surgeons work, increase the efficiency and flexibility of usage and at the same time offer more control and knowledge about the condition of the tools?
555

Köpflöde inom e-handel : En empirisk studie om hur användarupplevelse kan resultera i högre kundtillfredsställelse inom e-handel

Gustafsson, Elin, Stenqvist, Madeleine January 2020 (has links)
I takt med att samhället digitaliseras och webbaserade företag allt mer inser vikten av användarvänlighet söker människor bekvämligheter och högre krav på den digitala upplevelsen. Syftet med studien var att utveckla kunskap om och förståelse för hur faktorer inom användarupplevelse kan påverka köpintentionen i ett köpflöde, och huruvida detta kan resultera i ökad kundtillfredsställelse inom e-handel. Vidare var syftet att empiriskt påvisa hur gränssnittsmönster kan gynna en köpintention och därmed skapa en ökad kundtillfredsställelse. I tillägg till att införskaffa den mer substantiella kunskapen om detta område hade studien även som syfte att ta fram ett gränssnitt som gjorde det möjligt att påvisa resultatet av studien. För att besvara frågeställningen utfördes en kvalitativ och en kvantitativ undersökning med två urvalsgrupper. Utöver datainsamling utfördes även en litteraturstudie vars syfte var att presentera relevant forskning inom området. Teorin IS Success model användes i studien, där de sex faktorerna som mäter prestandan för informationssystem har använts och analyserats. Där påvisades att informationskvalitet, systemkvalitet och servicekvalitet påverkar användarintentionen, användningen samt kundtillfredsställelsen. Detta i sin tur påverkar systemets nytta vilket återigen påverkar kundtillfredsställelsen samt om upplevelsen är positiv eller negativ. Om webbplatsen erbjuder kvalitet i form av ovan nämnda variabler kan det resultera i ett upplevt flöde vilket i sin tur resulterar i tillfredsställelse. God systemnytta och användarupplevelse kan då bidra till att en användare upplever ett flöde vilket i sin tur kan resultera i en köpintention. Resultatet av studien visar på att ett optimerat köpflöde kan åstadkommas genom att ta fram gränssnittsmönster som är baserade på användaren samt deras behov och önskemål i den aktuella kontexten. För att uppnå ett upplevt flöde på en e-handel krävs att användaren inte avbryts i sin koncentration, som orsakas av att gränssnittet inte är tydligt för användaren. Detta i sin tur är en direkt påverkan på köpintentionen. Studien resulterade i ett gränssnitt som kunde påvisa en mätbar ökning av kundtillfredsställelse, vilket besvarade frågeställningen. / As society is becoming more digitalized and web-based, companies increasingly understand the importance of user-friendliness. From a user’s perspective they are looking for amenities and have higher expectations with their digital experience. The purpose of this study was to develop knowledge and understanding of how factors in user experience can influence the purchase intention within a purchase flow, and whether this can result in increased customer satisfaction in e-commerce. Furthermore, the purpose was to empirically demonstrate how interface designs can favor a purchase intention and thus create increased customer satisfaction. In addition to acquiring the more substantial knowledge about this area, the study also aimed to develop an interface that made it possible to demonstrate the results of the study.   To answer the research question, a qualitative and a quantitative survey was conducted with two sample groups. In addition to data collection, a literature study was also conducted with the aim of presenting relevant research within the area. The IS Success model theory has been used in the study where the six factors that measure the performance of information systems have been used and analyzed. It was shown that information quality, system quality, and service quality affect user’s objectives and customer satisfaction. This, in turn, affects the benefits of the system, which affects customer satisfaction and whether the experience is positive or negative. If the site offers quality in the form of the aforementioned variables, then it can result in a perceived flow which in turn leads to a satisfactory experience. Good system utility and user experience can contribute to the user experiencing a flow which may result in a purchase intention. The results of the study showed that an optimized purchase flow can be achieved by developing user-based interface patterns as well as their needs and desires in the current context.   To achieve a perceived flow in an e-commerce, the user must not be interrupted to help maintain their concentration, which is disrupted if the interface is not clear to the user. This in turn has a direct impact on the purchase intention. The study resulted in an interface that proves a measurable increase in customer satisfaction, which ultimately answered the hypothesis.
556

Genus & gränssnitt : En kvalitativ studie om hur stereotypiskt könskodad design påverkar användares upplevelser. / Exploring Visual Effects of Stereotypically Gender-Coded Design in Interfaces : A qualitative study

Määttä, Ellen January 2022 (has links)
Genus definierar människors sociala kön och genomsyrar samhället genom de föreställningar, idéer och handlingar som förknippas med män respektive kvinnor. Uppfattningar av genus skapas och upprätthålls av genussystem som är konstruerat för att producera stereotyper. Nuförtiden finns det dock fler kön än de stereotypa, vilket bör beaktas vid design. Ändå tillämpas könsstereotyper idag inom alla designområden, vilket innebär att de också påverkar den visuella designen av grafiska användargränssnitt. Visuell design av användargränssnitt och upplevelser är viktiga delar av området interaktionsdesign och därför är syftet med kandidatuppsatsens forskning var att utforska stereotyp könskodning i visuell design av användargränssnitt, och hur detta påverkar användarnas upplevelse. De estetiska designattribut som forskningsstudien undersökte närmare i relation till användarnas upplevelse var färg, typografi och bilder. För detta genomfördes en kvalitativ studie där data samlades in genom individuella semistrukturerade intervjuer från tre målinriktat utvalda designers och en fokusgruppsdiskussion med tre målinriktat utvalda användare. Den insamlade informationen analyserades tematiskt för att generera fyra teman. Dessa fyra teman representerar forskningsresultaten, som diskuterades med hjälp av relevant litteratur, inklusive självbestämmandeteorin. Resultaten visar att informanternas upplevelse påverkas av stereotyp könskodning av färg, typsnitt och bildspråk i designen av grafiska användargränssnitt genom att de först identifierar design som antingen stereotypiskt feminint eller maskulint könskodad. Informanterna reagerar både positivt och negativt på den stereotypiskt könskodade designen på olika sätt. De upplever och vittnar också om att den stereotypiskt könskodade designen bidrar till utanförskap och exkludering av kvinnor, män och andra marginaliserade kön. Resultaten indikerar att användares upplevelser av och inställningar till stereotypiskt könskodade användargränssnitt är övervägande negativa och därmed kan det påstås att visuell design av användargränssnitt generellt sett gynnas av att hållas könsneutral. Resultatet av denna kandidatuppsats bidrar teoretiskt genom tillföra ett kvalitativt perspektiv i genusforskningen på forskningsområdena interaktionsdesign och människa-datorinteraktion som i dagsläget saknar både bredd och djup. Studien bidrar också praktiskt med information om användares designpreferenser som kan nyttjas av bland annat designers, utvecklare och andra intressenter. / Gender defines the social sex of humans and permeates society through the conceptions, ideas and actions associated with men and women respectively. Perceptions of gender are created and maintained by gender systems, which are designed to produce stereotypes. Nowadays, however, more genders than the stereotypical exists, which should be taken into consideration when designing. Still, until today, gender stereotypes such as boys liking blue and girls liking pink are applied throughout all design fields, which means they also affect the visual design of graphic user interfaces. Visual design of user interfaces and experience are important parts of the interaction design field. Therefore, the purpose of this bachelor’s thesis was to explore stereotypically gendered design in the visual design of user interfaces, and how this affects the users' experience. The aesthetic design attributes that the research study examined in more detail in relation to the users' experience were color, typography, and images For this, a qualitative study was conducted, where data was collected through individual semi-structured interviews from three purposively selected designers and a focus group discussion with three purposively selected users. The collected data was analyzed thematically to conclude to four themes. These four themes represent the research findings, which were discussed with the help of relevant literature, including the theory of Self Determination. The research findings show that the informants’ experiences are influenced by stereotypically gendered color, typography and imagery in the design of graphical user interfaces by, first of all, identifying designs as either stereotypically femininely or masculine gendered. The informants react both positively and negatively to the stereotypically gendered design in various different ways. They also experience and testify that the stereotypically gender-coded design contributes to the exclusion of women, men and other marginalized genders. The research findings indicate that users' experiences of and attitudes towards stereotypically gendered user interfaces are predominantly negative and, thus, it can be argued that visual design of user interfaces generally benefits from being gender neutral. The outcome of this bachelor's thesis research contributes theoretically by adding a qualitative perspective into gender research in the research areas of interaction design and human-computer interaction, which currently lacks both breadth and depth. The study also provides practical information on users' design preferences that can be used by designers and developers, among other interested stakeholders.
557

Vikten av användarinvolvering vid systemdesign

Lindahl Marjavaara, Linus January 2022 (has links)
The purpose of this study is to present the importance of user-involvement when designing a system. This is done by using an already implemented design of a digital service platform and analyzing it in order to with the help of user-gathered feedback provide examples of how user-feedback lead to improvements in the design. This is done by implementing user needs and requirements in a suggested new design. By a three-phase design process for a design project, the suggested design is made possible. This process is about creating a suggested design from a concept to a finished idea, where the concept builds on what the stakeholders of the project finds necessary (Arvola, 2014). The stakeholders in this case being end-users, but also representatives from the organization providing the digital service platform in the presented case. As a first step of this design process, a literature search was conducted in order to determine the theoretical framework for the study. This theoretical framework was later used for the final analysis as well as the final discussion of the study. The end-user feedback was collected through interviews and observations through a qualitative approach. This feedback was then analyzed from a qualitative approach in order to find user needs to implement in the suggested design. After completing the analysis, the suggested design was created, applying both end-user needs but also requirements from the organization making the platform available. Also applied were a group of selected design principles. After finalizing the suggested design, an analysis of the design was performed with the help of the theoretical framework in order to show the importance of user-involvement when designing a system. Conclusions have been drawn based on the suggested design and the theoretical framework and strives to answer the purpose of the study. / Syftet med denna studie är att visa på vikten av användarinvolvering vid systemdesign. Detta görs genom att utgå från en redan befintlig design av en digital tjänsteplattform, analysera desamma för att därefter visa exempel på hur användares återkoppling leder till förbättringar i designen. Detta görs genom att implementera användares behov och önskemål direkt i ett framtaget förslag för en ny design. Genom en designprocess i tre faser har designförslaget möjliggjorts. Processen innebär att skapa ett designförslag från ett koncept till en färdig idé, där konceptet bygger på vad projektets intressenter finner önskvärt (Arvola, 2014). Intressenterna är i detta fall slutanvändare, men också representanter från den organisation som tillhandahåller tjänsteplattformen i det presenterade fallet. Som ett första steg i denna designprocess så genomfördes en insamling av teori i syfte att bestämma studiens teoretiska ramverk som sedan användes i studiens analys samt diskussion. Åsikter från slutanvändare samlades in genom intervjuer och observationer med utgångspunkten i en kvalitativ ansats. Dessa åsikter analyserades därefter utifrån en kvalitativ analysmetod i syfte att hitta behov och önskemål att implementera i det sedan framtagna designförslaget. Efter att ha färdigställt analysen så skapades ett designförslag som tillämpar både slutanvändares behov och önskemål men också krav från organisationen som tillhandahåller plattformen. Ett antal valda designprinciper har också tillämpats i designförslaget. Efter att ha färdigställt designförslaget har det analyserats med hjälp av studiens teoretiska ramverk i syfte att visa på vikten av användarinvolvering vid systemdesign. Slutsatser har dragits baserat på det framtagna förslaget samt det teoretiska ramverket och avser att besvara studiens syfte.
558

Wearing Your Heart on Your Sleeve? EmoWri: A Wearable Tool to Start Sensitive Conversations : A Case Study with Parents and their Teenage Children

Lidholm, Linnéa January 2022 (has links)
Sharing one’s emotions is the first step in taking care of one’s mental health and well-being. Teenagers struggle to open up and share their feelings, making them more vulnerable to mental health conditions extending into adulthood. Researchers and designers have been looking for new solutions to support users' health. One solution is wearables. These technologies need to be explored to better understand users’ needs and their behavioral changes to create a more beneficial user experience. One way to deal with emotions for teenagers is through conversation, however, it can be difficult to start these conversations. In this paper, the potential of a wearable as a tool for triggering communication about emotions is investigated. This study was based on a Research through Design (RtD) methodology and was carried out through a user-centered approach by using participatory design. The case study was conducted with a family of two parents and their two teenage children. By using the methods of cultural probes, interviews, and a co-design workshop, a concept named EmoWri was created. The concept consists of a prototype with a wristband connected to a mobile application. Qualitative data was collected from user tests, interviews, and a questionnaire and was thematically analyzed. The results show that wearables can be used to trigger sensitive conversations between parents and their teenage children. The results show that seven design qualities were considered to be important: visibility, accessibility, flexibility, expressiveness, actability, motivating, and aesthetic. The main contribution of this study is starting a discussion about designing wearables as a tool that focuses on improving the users’ mental well-being.
559

Integrated NFC in product packaging : How the use of integrated Near Field Communication in product packaging can change the user experience for Generation Z and enable stronger relationships with brands

Mooiman, Noah, Andersson, Simon January 2022 (has links)
Over the past decades, technological advancements have made everyday objects smart, and naturally, these developments have reached the packaging industry too. Packaging equipped with sensors and chips can provide new experiences to its customers and one of the technologies that has shown its potential to contribute to this is Near Field Communication (NFC). Previous implementations of NFC in product packaging were limited to higher-end products. However, production costs of the chips have dropped substantially and has led to more adaptations. With more and more products using the technology, more consumers will get exposed to NFC- enabled packaging. Generation Z is one of those consumer groups. Thus, this study aimed to explore how NFC technology embedded in product packaging can influence the user experience for Generation Z and their relationships with brands. To achieve this goal, a qualitative approach was implemented, and 5 semi-structured interviews were conducted to get an understanding of the members of the generation’s view on NFC-enabled packaging. Emerging themes included added value, brand image, ease of use, right product, and environmental concerns. The findings from this study revealed the potential of NFC-embedded packaging and highlights the benefits it can provide to Generation Z but also several pain points and considerations.
560

Navigation in Augmented Reality, Navigation i Augmented Reality

Bernelind, Sarah January 2015 (has links)
The concept of augmented reality has existed since the 60’s. In this thesis it has been investigated if navigation using a mobile device would benefit, from a usability perspective, if the navigational data were presented using augmented reality instead of a standardized map. The usability principles from which the applications were evaluated are learnability, user satisfaction, efficiency and effectivity. An AR prototype was developed and tested against a standard map, in the form of Google Maps, both used on a smart phone. The experiments were performed using think aloud during the tests and questionnaires before and after to collect both quantitative and qualitative data. The experiment was performed using possible users of AR as test subjects. The results were very similar for both applications but in favor of Google Maps. The author reflects on the results and the method and provides different situations where one might be better than the other.

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