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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.
561

Interface Design – a User-Centered Design Process : A qualitative study how to improve the Usability of a web-based consumer tool that measuring the quality of streamed videos

Larsson, Ingrid January 2015 (has links)
The purpose of this examination is to study how to create a user-friendly interface to a new non-released website. The research has been done in collaboration with the research institute Acreo and a project named Streamingkollen; a consumer tool that aims to improve the customer’s quality of experience (QoE) of streamed videos by measuring the video streaming quality.     In this study the focus has consequently been placed on the users of the service, in order to optimize their experience of the website and the interface.    In order to achieve a high level of usability, a user centered design process has been used. A user analysis, a heuristic evaluation and user tests on prototypes have been used as methods in the design process and the development of the interface.    The result from the user tests shows that the major reason why the user disliked, felt frustrated or couldn’t manage the service was when the design of the site was not consistent and minimal, when words, phrases and concepts on the site were not familiar and communicated in the same language as the users and when they lacked informative feedback of the operations made on the site.    The user-centered development in the study gave good results; many of the potential usability problems were identified and avoided.
562

Privacy by Design : Developing a Tool For Risk Assessment in a Data Protection Context

Nyberg, Samuel January 2022 (has links)
Privacy by design is one of the core principles of GDPR, but what role does design really serve here? This thesis project explores how interaction design methods can affect data privacy by prototyping a tool for risk assessment in a data protection context. With basis in user research, prototyping and usability testing, a design prototype is built as a suggestion for a new way to work with risk assessments. Findings show that there is a need for better usability when assessing risk in data protection, and that tools shaped according to user needs benefit risk assessments. At stake is our data privacy.
563

Nyfikenhet, uppmärksamhet och displayer : Hur man med hjälp av en interaktiv offentlig display väcker människors intresse till att fortsätta interagera med en tjänst / Curiosity, attention and displays : How to use an interactive public display to spark people's interest in continuing to interact with a service

Kalicinski, Miriam, Bilberg, Sofie January 2022 (has links)
Många saker i människans vardag konkurrerar om att fånga våran uppmärksamhet. På grund av detta kan det tillkomma svårigheter i att upprätthålla både den medvetna samt omedvetna uppmärksamheten. Uppmärksamheten är dock nära sammankopplad till känslan av intresse och kan öka när människan upplever något som intressant. Det har inom flertalet studier undersökts hur människors intresse ska väckas för att vilja interagera med en interaktiv offentlig display. Dock finns det en brist inom vetenskapliga litteraturundersökningar som behandlar hur interaktiva offentliga displayer kan locka människor till att interagera vidare med exempelvis en tjänst eller organisation. Detta arbete har därför undersökt hur interaktiva offentliga displayer kan väcka intresse och uppmärksamhet hos människor för att sedan få dem att börja interagera med en tjänst. För att uppnå detta utfördes en litteraturgenomgång följt av en enkätstudie och intervjuer baserade på en fallstudie där deltagarna fick möjlighet att dela med sig av sina åsikter och tankar. Resultatet från både intervjuerna och enkätstudien visade på att majoriteten hellre skulle gå vidare för att nyttja en tjänst om de precis innan interagerat med en interaktiv offentlig display, än om de inte hade interagerat med en display i samband med tjänsten. För att visualisera resultatet från datainsamlingen skapades därefter en Customer Journey Map och två storyboards. Baserat på dessa designartefakter samt resultatet av datainsamlingen togs fyra designriktlinjer fram för hur en interaktiv offentlig display ska designas för att väcka intresset till att vilja interagera vidare med en tjänst: 1) Närhet, 2) Valmöjlighet, 3) Relevans, 4) Utseende. Slutresultatet visar bland annat på att en interaktiv offentlig display kommer väcka människors nyfikenhet om den har ett relevant och informativt innehåll samt ett uppseendeväckande utseende och tydligt syfte. / There are many things in everyday life that compete to gain our attention. Due to this, there may be difficulties in maintaining both the conscious and the unconscious attention. Although, attention is closely linked to the feeling of interest and can increase when people experience something as interesting. Several studies have examined how people's interest could be aroused in order to want to interact with an interactive public display. However, there is a lack of research in the scientific literature that deals with how interactive public displays can attract people to interact further with, for example, a service or organization. This study has therefore investigated how interactive public displays can arouse people’s interest and attention and then make them start interacting with a service. To achieve this, a literature review was conducted followed by a questionnaire study and interviews based on a case study where the participants were given the opportunity to share their opinions and thoughts. The results from both the interviews and the survey showed that the majority would rather begin using a service if they had just interacted with an interactive public display, than if they had not interacted with a display in connection with the service. To visualize the results from the data collection, a Customer Journey Map and two storyboards were created. Based on these design artifacts and the results of the data collection, four design guidelines were developed for how an interactive public display should be designed to arouse interest in wanting to interact further with a service: 1) Proximity, 2) Option, 3) Relevance, 4) Appearance. The result shows, among other things, that an interactive public display will arouse people's curiosity if it has relevant and informative content as well as a startling appearance and clear purpose.
564

Emotion by Design : An exploration of evoking ‘relief’ through a mobile app

Birgersson, Fredric January 2022 (has links)
Kurr is a foodtech startup developing a mobile app with the purpose of answering the question “what to eat?”. The company has built a brand identity in order to stand out among the more than 5,7 apps available in the biggest mobile app markets. As a part of the brand identity, the company aims to implement the emotion of ‘relief’ in the interactions between the app and its users. A unique attribute of ‘relief’ is that it must always appear immediately after some other aroused emotion. The objective of this study was to examine if it is possible to evoke ‘relief’ through a mobile app. Design thinking was the method applied in this study. The method has a big focus on the human, the users of the app in this case, by conducting interviews and user testing throughout the whole process. Phases of generating a big amount of ideas have alternated with phases of filtering out the best ones. To trigger the emotion of ‘relief’, the user flow was split into the following steps; 1. make it easy to get started, 2. motivate to keep on and charge up ‘joy’, 3. generate a climax of the preceding emotion, and 4. evoke the feeling of ‘relief. These steps were then implemented in a prototype. The prototype was later tested and the test results did not show evidence of how the emotion of ‘relief’ can be evoked through a mobile app, but it suggested that the result could differ if the tests were conducted in a real-life situation instead of a test environment. The research showed a significant result that the emotion of ‘joy’ was evoked when interacting with the prototype. The validity of the result should be further investigated though, with new user tests in a real-life environment and with a higher number of participants.
565

Improving active listening behaviours of embodied conversational agents (ECA) from a UX perspective

Narayanan, Bharat January 2022 (has links)
Active listening is a communication technique where the listener listens to the speaker carefully and attentively by confirming or asking for more details about what they heard during a conversation. Active listening has proven to be a very useful technique in learning and extracting insightful information from the conversation and poses many challenges when emulating such behaviours in a virtual character. In this research, various active listening behaviours are explored according to context, so that these behaviours can be adopted by Embodied Conversational Agents (ECA’s) to be perceived as more believable humanistic characters. This publication describes those behaviours in-depth by gathering insights via expert Interviews. An experiment was carried out with 20 participants (12 men and 8 women) to identify the implemented behaviours and their overall effect during a generic conversation with the ECA. The results showed that the participants were able to identify most of the implemented active-listening behaviours like Interested/inquisitive, agreement/approval (head nod and corresponding sounds), and provided insights for further improvement of the interlocution. / Aktivt lyssnande är en kommunikationsteknik där lyssnaren lyssnar på talaren noggrant och uppmärksamt genom att bekräfta eller be om mer information om vad de hörde under ett samtal. Aktivt lyssnande har visat sig vara en mycket användbar teknik för att lära sig och extrahera insiktsfull information från konversationen och ställer till många utmaningar när man emulerar sådana beteenden i en virtuell karaktär. I denna forskning utforskas olika aktiva lyssnandebeteenden i enlighet med sammanhang, så att dessa beteenden kan antas av Embodied Conversational Agents (ECA) för att uppfattas som mer trovärdiga humanistiska karaktärer. Den här publikationen beskriver dessa beteenden på djupet genom att samla in insikter via expertintervjuer. Ett experiment genomfördes med 20 deltagare (12 män och 8 kvinnor) för att identifiera de implementerade beteendena och deras totala effekt under ett allmänt samtal med ECA. Resultaten visade att deltagarna kunde identifiera de flesta av de implementerade aktivt lyssnande beteendena som Intresserad/nyfiken, överenskommelse/godkännande (huvudnicka och motsvarande ljud), och gav insikter för ytterligare förbättring av samtalet.
566

Investigating a decision support tool for designing Internet of Things solutions

Lewandowski, Przemyslaw January 2021 (has links)
Despite the apparent benefits of IoT systems, designing them is challenging due to many technical aspects that need to be considered and their mutual interference. The aspects of latency, longevity, and interoperability influence the usability of the final product. Such design and implementation processes are even more challenging to those not experienced in the IoT field, such as beginning designers or product managers. Here, the author investigates a decision support tool – the IoT Solution Advisor, which aims to help IoT beginners to create a model of IoT system and help them to match its requirements with a compatible technology stack. This publication describes the IoT Solution Advisor’s design process by gathering insights via interviews and Research through Design approach. Except for the prototype, the outcome from the study is the list of features and characteristics necessary to make the tool utilitarian and learnable. The project was conducted in cooperation with Ericsson company. / Trots de uppenbara fördelarna med IoT-system (Internet of Things) är det svårt att utforma dem på grund av många tekniska aspekter som måste övervägas och deras ömsesidiga interferens. Aspekterna av latens, livslängd och interoperabilitet påverkar slutproduktens användbarhet. Sådana design- och implementeringsprocesser är ännu mer utmanande för dem som inte har erfarenhet av IoT-fältet, till exempel nybörjare eller produktchefer. Denna studie undersöker ett beslutsstödverktyg - IoT Solution Advisor, som syftar till att hjälpa IoT-nybörjare att skapa en modell av IoT-system och hjälpa dem att matcha dess krav med en kompatibel teknikstack. Denna publikation beskriver IoT-lösningsrådgivarens designprocess genom att samla insikter via intervjuer och forskning genom design. Resultatet från studien är en lista över funktioner och egenskaper som är nödvändiga för att göra verktyget nyttigt och lärbart.
567

Automated Bacterial Lighting System : An Agriculture Technology Solution with Focus on User Experience

Jäger, Viktor, Pazirai, Sebastian January 2021 (has links)
Technology in agriculture has in recent years gone from being traditional equipment for agriculture to digital monitoring systems, data collection, and optimization of various processes. The technology within the agriculture domain is called AgTech. Agricam is an AgTech company that have developed a product called Bacticam that combines software, hardware, and veterinary expertise to solve problems in milk production for farmers. Bacticam is a station for bacterial cultivation that is located on the farm and operated by the farmer. Bacticam enables farmers to grow bacteria and analyze milk samples on the farm, with the help of artificial intelligence (AI), to determine the condition of the milk and the overall health conditions of the cow. Bacticam analyses bacterial colonies by taking two photographs of the bacterial growth on the milk samples. These two photographs are taken within certain time intervals with two different light settings to highlight certain parts of the bacterial growth sample images for analysis. The process of photographing the samples is done by using a fixed Android mobile phone. Today, the Bacticam requires the user to switch the light settings manually which poses a risk of contamination to every analyzed sample. A solution to this problem would be to automate the change of light setting during the photography process by connecting custom control electronics, through Bluetooth, to the Android device. The problem explored in this thesis is the lack of designs of systems that control lighting remotely from Android devices and custom control electronics through a Bluetooth interface with a focus on customer experience (CE) and developer experience (DE). The goal is to contribute to new solutions in the AgTech domain with a focus on CE and DE. The result to the stated problem is called the Automatic Bacterial Lighting System (ABLS), which automates the process of changing the light setting during the photography process of bacterial colonies in milk samples for the Bacticam. The ABLS increase the reliability of the Bacticam by reducing the number of interactions the customer has to perform. The ABLS have been developed to establish a stable Bluetooth connection between an Android device and custom control electronics with a focus on both CE and DE. A literature study was conducted prior to the development of the ABLS to explore the domain and gain a better understanding of the issue at hand. / Teknik inom jordbruk har under de senaste åren gått från att enbart bestå av klassisk utrustning för jordbruk till digitala övervakningssystem, datainsamlingar samt IT optimeringar av diverse processer. Dessa moderna tekniklösningar inom jordbruksdomänen kallas för AgTech. Agricam är ett AgTech företag som har utvecklat en produkt som heter Bacticam, som kombinerar mjukvara, hårdvara samt veterinärkompetens för att lösa problem inom mjölkproduktion för mjölkbönder. Bacticam är en station för bakterieodling och sköts och hanteras på gården av mjölkbonden. Bacticam gör det möjligt för mjölkbönder att odla bakterier och analysera mjölkprover på sin gård med hjälp av en AI, för att på så sätt fastställa kvaliteten på mjölken samt kons hälsotillstånd. Bacticam analyserar bakteriekolonier genom att ta två bilder på bakterietillväxten på mjölkproverna. Dessa bilder tas inom vissa tidsintervall med två olika ljussättningar för att skapa en ordentlig profil av bakterieodlingen. Processen med att ta de två fotografierna görs med hjälp av en fastmonterad Androidmobiltelefon. I nuläget kräver Bacticam att användaren byter ljusinställningen manuellt under fotograferingen. Detta innebär en risk för kontaminering vid varje analyserat prov som tas. En lösning på detta problem är att automatisera bytet av ljussättningen under fotograferingsprocessen genom att ansluta styrelektronik till Androidmobiltelefonen via Bluetooth. Problemet som denna avhandling hanterar är bristen på kunskap om utformning av system som fjärrstyr belysning från Androidenheter via ett Bluetoothgränssnitt med hjälp av anpassad styrelektronik med ett fokus på kund- och utvecklarupplevelse. Målet var att bidra till nya lösningar inom AgTech-domänen med fokus på kund- och utvecklarupplevelse. Resultatet till det angivna problemet är döpt till Automatic Bacterial Ligting System (ABLS) och automatiserar ljussättningen under fotograferingsprocessen för att på så vis öka tillförlitligheten på Bacticam genom att minska antalet interaktioner som krävs av användare för att hantera Bacticam. ABLS har utvecklats för att skapa en stabil Bluetoothanslutning mellan en Androidenhet och anpassad styrelektronik med fokus på både kund- och utvecklarupplevelse. En litteraturstudie gjordes inför utvecklandet av ABLS för att bekräfta att avhandlingsproblemet var unikt samt att ABLS därför skulle lösa ett unikt problem. En utvärderingsmodell upprättades för att underlätta analysen samt bekräfta validiteten av ABLS.
568

Improving the User Experience in Data Visualization Web Applications

Alexander, Granhof, Jakob, Eriksson January 2021 (has links)
This paper is a literature study with an additional empirical approach to research how to improve user experience in data visualization web applications. This research has been conducted in collaboration with Caretia AB to improve their current data visualization tool. The research studies previous research on the topics of UI design, user experience, visual complexity and user interaction in the attempt to discover what areas of design and intuitivity that improves the user experiences in these kinds of tools. The findings were then tested together with Caretia through a proof-of-concept prototype application which was implemented with said findings. The conclusion of the results is that mapping ontology groups and prior experience as well as reducing visual overload are effective ways of improving intuitivity and user experience.
569

Virtual Cheering together : Studies of Audience-Performer Interactions on live-streaming platforms

Stella, Wong January 2021 (has links)
In the previous two decades, live streaming has become a popular trend in the music industry. From TV and radio broadcast to live streaming on social media, the relationship between audience and performers has been transforming over time. In 2019, due to the sudden spread of Covid-19, the popularity of watching live streaming events reached an unprecedently peak. According to some market studies, this trend will continue even when the pandemic will be over. This research aims to explore how live streaming has changed the interaction between audiences and performers as a consequence of this great event.  In order to understand the current music live-streaming culture, an online survey, interviews and field studies were conducted to obtain insights about potential problems and needs in live streaming. Through the project, a new design feature, the “Cheering” function, is suggested as an additional function to the existing live-streaming platforms, to enhance and enrich the interaction between audience and performers.
570

Vilseledd i en digital värld : En kvalitativ studie om upplevelsen av digital nudging / Misled in a Digital World : A Qualitative Study of the Experience of Digital Nudging

Cederwall, Tomas, Jansson, Robin January 2021 (has links)
Individer står dagligen inför olika valsituationer i både fysiska och digitala miljöer. Begreppet nudging innebär att med små medel vägleda och påverka individer att göra val som anses bättre. Dark patterns används inom nudging med syfte att istället manipulera individer att göra saker de inte avser att göra genom att använda nudging i ett omoraliskt syfte. Litteraturen lyfter fram ett antal etiska perspektiv som behöver tas i beaktning vid utformning av nudgar. Vissa perspektiv verkar det råda konsensus kring, dock finns det olika teorier som skiljer sig från varandra, vilket vi tolkar som att ämnet inte är färdigdiskuterat. Syftet med denna studie är att undersöka etiska perspektiv inom nudging och hur dessa påverkar användarupplevelsen av digitala gränssnitt. Detta avser vi att göra genom en kvalitativ studie som undersöker etik inom nudging påverkar användarens upplevelse av autonomi och transparens. För att ta sig an detta utformades en undersökningsmodell som med hjälp av dark patterns undersöker hur dessa, genom autonomi och transparens påverkar användarupplevelsen. De kvalitativa metoder som användes i studien var användartest på ett gränssnitt som vi utformat, baserat på dark patterns. Detta test efterföljdes av intervju- och utvärderingsfrågor. Resultatet från datainsamlingen analyserades och där kunde vi identifiera vissa specifika känsloyttringar som kunde kopplas samman med de olika nudgar deltagarna blivit utsatta för, vilket sedan kunde spåras tillbaka till specifika dark patterns och i sin tur till autonomi eller transparens. Studien konstaterar att det framtagna gränssnittet begränsade både transparens och autonomi vilket kunde konstateras genom ett antal negativa känsloyttringar som deltagarna i studien formulerade. Resultatet av studien är att användning av denna typ av negativt påverkande nudgar i hög grad påverkar användarupplevelsen för de som blir utsatta för dessa. / Individuals face different choice situations on a daily basis in both physical and digital environments. The concept of nudging means using small means to guide and influence individuals to make choices that are considered better. Dark patterns are something used in nudging for the purpose of manipulating individuals to do things they did not intend to do by using nudging for an immoral purpose. Previous research highlights a number of ethical perspectives that need to be taken into account when designing nudges. There seems to be a consensus around some perspectives, however, there are different theories that differ from each other. We interpret that these differences means that this subject has not been fully discussed. The purpose of this study is to investigate ethical perspectives in nudging and how these affect the user experience. We intend to conduct a qualitative study that examines the ethics perspectives of nudging and how it affects the user's experience of autonomy and transparency. To address this, a survey model was created, combining dark patterns, through autonomy and transparency, and how this affects the user experience. We designed an interface based on dark patterns and used this to conduct user tests as a qualitative method. This test was followed by interview and evaluation questions. The results from the data collection were analyzed and we were able to identify certain specific emotional expressions that could be linked to the different nudges the participants had been exposed to, which could then be traced back to specific dark patterns and autonomy or transparency. The study states that the designed interface limited both transparency and autonomy, which could be ascertained through a number of negative emotional expressions formulated by the participants in the study. The result of the study is that the use of this type of negatively affecting nudge greatly affects the user experience for those who are exposed to these.

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