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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.
21

Engaging users with surrealist techniques

Tikkanen, Marjo January 2017 (has links)
Building on current methods used in the field of interaction design, this thesis aims to explore how surrealist art techniques could be applied to the fuzzy front end of a design process. This is done to inspire and expand the current range of user engagement methods. The premise is that all people are creative, but they might need tools and techniques to express themselves. This creative potential could be harnessed more in design processes. The techniques conceived by surrealist artists could serve as generative tools that empower users to create, discuss, be playful and reduce their self-censorship in expression.The process conducted follows a research through design approach, as the aim is to explore the application of methods rather than solve a specific problem. Within the process a literature review, expert interviews, workshops and experiments are conducted. The experimentation with surrealist techniques takes place mostly in the context of Malmö City Library, imagining future uses and scenarios for the library with users. The outcome is a knowledge contribution to the field of interaction design, comprising of qualities for user engagement defined in the process and techniques that seem to have potential as user engagement methods.
22

Multi-Sensory in Online Shopping: Insights into User Engagement : A quantitative study to shed a light on consumer behaviour in e-commerce multi-sensory landscape and purchase intention.

Tran, Thi Ngoc Quynh January 2024 (has links)
Title: Multi-Sensory in Online Shopping: Insights into User Engagement  Keywords: Online Shopping, Multi-sensory, Consumer Awareness, User Experience, User Engagement  Research questions: 1. What factors of digitally enhanced multi-sensory experiences affect consumers' awareness? Purpose:   2. How are multi-sensory experiences affecting consumer engagement in e-commerce? Purpose: The purpose of this study is to describe the level of consumer behaviour in multi-sensory online shopping, consisting of three stages: awareness, experience, and engagement, and to explore the factors that affect purchase intention.  Method: To fulfill the purpose of the study, a quantitative research method is employed, utilizing an online questionnaire.  Conclusion: Based on the research, consumer awareness, user experience, and user engagement with multi-sensory technology have a strong impact on purchase intention. Furthermore, gender, shopping frequency, level of interest in digital innovation, and country are related to consumer awareness and purchase intention.
23

User engagement on global social networks: Examining the roles of perceived brand globalness, identification and global identity

Akram, M.S., Malhotra, N., Goraya, M.A.S., Shareef, M.A., Malik, A., Lal, Banita 06 June 2022 (has links)
Yes / Building on the global branding literature, brand relationship theory and social identity theory, this study investigates the relationship between perceived brand globalness (PBG) and user engagement (active/passive) on global social networks (GSN). Additionally, the study investigates the mediating effects of two distinct forms of user identification (i.e., user identification with the GSN brand and user identification with the GSN community) as well as the moderating effects of user global identity on the relationship between PBG and user engagement with such brands. Covariance-based structural equation modeling was used to analyse data collected from users of a GSN (i.e., Facebook) in the United Kingdom (UK) and India. The results indicate that PBG significantly influences both active and passive user engagement. This relationship is mediated by users' identification with a GSN brand and community. Additionally, the findings indicate that the associations between PBG and user engagement (active/passive) on GSN vary as a function of users' global identity. The results also demonstrate some country-specific variations in key relationships. Finally, the study offers useful recommendations for social media managers to rethink and redesign their user engagement strategies, keeping in mind global cultural diversity.
24

Gamifying Finance : A Quantitative Study on Consumer Attitudes and Acceptance of Gamification Within Swedish Financial Services

wiklander, Feliks, Rustom, Obada January 2024 (has links)
The rapid evolution of technology in the modern society have changed the preferences and customer needs in all markets. Industries have over the years moved further towards a more digitalized environment. This fact makes it necessary to study the changes of consumer needsfor companies to successfully convert their business models to fit into a modern era. Financial services are a great example of an industry that have moved from traditional to digital methods and an industry that society depends. Gamification is a growing marketing and learning tool that has been proven effective when it comes to increasing engagement, behaviour and literacythrough the use of game-like elements such as point systems, rewards and leaderboards. This study’s purpose is to expand on previous research to determine the preferences and customer needs that allows for gamification to be a successful tool to engage customers in Swedish financial services. This purpose of the study resulted in the following research question: “What factors influence consumer attitudes towards and acceptance of gamification solutions within the Swedish financial services?” To answers the research question previous research on Self-determination theory, flow theory and social cognitive theory regarding psychological and personal needs were used to reach 9reliable and measurable factors. A questionnaire was sent out with questions measuring these factors as well as four questions serving as dependent variables as a measure of how gamification increases engagement, brand loyalty, financial literacy and attitudes. A total of 97 responses were collected and analysed through multiple regressions to find the effects the factors had on the four dependent variables. The result of this study shows that psychological and personal factors such as Innovativeness, need for uniqueness, Competence, Relatedness, Goals & Feedback, Challenge and Outcome expectations have a significant positive effective influencing consumers attitudes and acceptance of gamified solutions within Swedish financial services. Factors such as autonomyand Observational learning & Self-efficacy were also found significant on their own towards the measured variables but found that in combination with other factors to not be of statistically significance.
25

Exploration Of User Experience Of Personal Informatics Systems

Kuru, Armagan 01 February 2013 (has links) (PDF)
Many people use personal informatics systems to gather personal behavioral data, make better decisions, and make changes to their behavior. While the proliferation of new products on the market makes collecting personal data easier, how to help people engage with these systems over a long period of time remains an open question. To uncover which features of personal informatics systems lead to engaging experience and long-term use, two user studies were conducted with people who use personal informatics systems to support or track behavior change. Baseline interviews were conducted and participants were asked to interact with personal informatics systems. Participants rated their experience both qualitatively and quantitatively and particularly in Study2, participants rated their experience with the system daily. At the beginning and at the end of each study, participants were asked to reflect on their physical activity levels and on their perceived behavior change at the end of the each study. The results were analyzed qualitatively and quantitatively and similarities and differences between the studies were exhibited. This research reveals that easy and instant access to data is critical, and feeling good and positive social outcomes of interaction will also support sustained product use. In addition, personalization of data is emerged to be an important expectation of the users. At the end, design implications for future personal informatics system are also offered.
26

Enhancing user interactions with a music system for public displays : Identifying appropriate ways to personalize content and interactions with a shared music system in public places

Stenmark, Kevin January 2018 (has links)
This thesis investigates which type of user-related/-generated, personal, information is appropriate to share on an interactive public display in a public environment, e.g., user’s names and images, as a mean to enhance interactions with public display applications. This investigation is two-fold, how the content on the public display could be personalized and how interactions with the application can be emphasized. As a specific case of a public display application, an interactive shared music system with a collaborative playlist is chosen. A survey with static prototypes was created and sent out to identify which information users find appropriate sharing, regarding privacy and xyz, but also what information they feel interesting sharing. 47 participants answered the survey and the results informed an iterative design process that generated a series of static and four interactive prototypes. Four groups with three participants in each (third group with only two) were used to discuss the interactive prototypes highlighting the implemented features. In a focus group style setting, the participants were asked various questions for each of the four prototypes addressing this and that. During the sessions, notes were taken, and it was also audio recorded. All the data from all groups were analyzed and then also compared between the four groups. The result showed that people are ok with sharing their username and first name. The content on the music system can be personalized with pop-up notifications which show information about user’s choices, what song do they vote for or what song do they add to the playlist. Furthermore, the new features indicated a positive effect.
27

Att skapa innehåll som engagerar användare på Facebook och Instagram

Boustedt, Jeanette, Eklöf Torp, Anna January 2016 (has links)
I denna rapport redogör vi för hur det kan gå till när man planerar, producerar och publicerar innehåll för sociala medier åt ett bolag i byggbranschen. Bolaget, som vi valt att kalla Bygg AB, överlät sina sociala mediekonton till oss under fem veckor med önskan om ökat engagemang på plattformarna. Denna rapport beskriver tillvägagångssättet för att uppfylla deras önskemål och presenterar även de resultat som framkommit. Projektets process bestod av fem centrala moment – workshop, framtagande av strategi, framtagande av schema, producering av innehåll och publicering. Vårt resultat visar att engagemanget på Bygg AB:s Facebook- och Instagramkonto ökade under projektets fem veckor. / In this report we describe how planning, producing and publishing contents for social media can be made for a company in the construction business. The company, which we have chosen to call Build AB, assigned their social media accounts to us during five weeks with the desire for increased involvement on the platforms. This report describes the line of action to meet their desire and also presents the results that have been achieved. The process of the project consisted of five key elements – workshop, developing a strategy, developing a schedule, producing the content and publishing. Our result shows that the involvement on Build AB’s Facebook page and Instagram page increased during the five weeks of the project.
28

Den upplevda e-handeln : En kvalitativ studie kring användarengagemang och användarupplevelse i e-handelsprocessen. / The e-commerce experience : A qualitative study on user engagement and user experience in the e-commerce process.

Gustafsson, Carl, Losanthia, Varissa January 2021 (has links)
Under år 2020 har Sveriges e-handel sett en ökad omsättning på nästan 40procent sedan föregående år. En orsak till detta är pandemin vilket leder tillatt större krav sätts på e-handeln inte bara i kapacitet och hantering av varorutan även på webbplatsens generella anpassning och deras köpprocess. Någotsom kan påverka och hjälpa uppfylla dessa krav är användarupplevelse ochanvändarengagemang. Syftet med denna studie var att undersöka hur det ärmöjligt att påverka engagemanget hos användaren för att i sin tur höjaanvändarupplevelse i e-handel. Tidigare forskning påvisar attanvändarupplevelse och användarengagemang har en större påverkan på ehandel än vad man tidigare trott. Användarengagemang är ett begrepp som haren hög tolkningsgrad och är idag ett fenomen som fortfarande försökerdefinieras. Begreppet i sig är kontextbaserat och för att identifiera dessafaktorer har utgångspunkten varit ett ramverk som ansågs vara mest passandeför denna studie. Undersökningsmetoder som har använts i denna studie varkvalitativa intervjuer med observationer. Dessa metoder ansågs vara lämpadeför att ta reda på användarens subjektiva synpunkter samt användarens egnaerfarenheter kring upplevt engagemang och dess process. Tre huvudsakligabegrepp valdes ut från ramverket innan den empiriska datainsamlingen. Dessabegrepp är motivation, lockelse och inflytande. Begreppen hade i sin turunderkategorier som faller under det huvudsakliga begreppet. Undermotivation kunde behov, smidighet och förtroende identifieras sommotiverande faktorer vilket leder användaren att engagera sig. Under lockelsekunde navigation, kategorisering och utseende identifieras som estetiskafaktorer som påverkar användarens engagemang i e-handeln. Underinflytande kunde positiva och negativa erfarenheter identifieras sompåverkande faktorer för användningen av en e-handel. Det studien kankonstatera är att motivation tillsammans med lockelse och inflytande ärbegrepp som kan bidra till ett ökat engagemang som i sin tur påverkaranvändarupplevelsen. Det framkom att en god användarupplevelse är enbidragande faktor till ett ökat användarengagemang men ett ökatanvändarengagemang tyder inte på att en god användarupplevelse existerar. / During 2020, Sweden's e-commerce has seen an increase in sales of almost 40percent since the previous year. The reason for can be derived from thepandemic. This leads to greater demands being placed on e-commerce not onlyin the capacity and handling of goods but also on the website's generaladaptation and their buying process. Something that can influence and helpmeet these requirements is user experience and user engagement. The purposeof this study was to investigate how it is possible to influence the commitmentof the user and thereby increase the user experience in e-commerce. Previousresearch shows that user experience and user engagement have a greaterimpact on e-commerce than previously thought. User engagement is a conceptthat has a high degree of interpretation and is today a phenomenon that is stilltrying to be defined. The concept itself is context-based and to identify thesefactors, the starting point has been a framework that was considered mostappropriate for this study. Survey methods used in this study were qualitativeinterviews with observations. These methods were considered suitable forfinding out the user's subjective views as well as the user's own experiences ofperceived commitment and its process. Three main concepts were chosen fromthe framework before the empirical data collection. These concepts aremotivation, enticement and influence. The concepts in turn had subcategoriesthat fall under the main concept. Under motivation; needs, flexibility and trustcould be identified as motivating factors that get the user involved. Underenticement; navigation, categorization and appearance could be identified asaesthetic factors that affect the user's involvement in e-commerce. Lastly,under influence; positive and negative experiences could be identified asinfluencing factors for the use of an e-commerce website. What the study canconclude is that motivation together with enticement and influence areconcepts that can contribute to an increased user engagement, which in turnaffects the user experience. It emerged that a good user experience is acontributing factor to an increased user engagement, but an increased userengagement does not have to indicate that a good user experience exists.
29

User Involvement and Engagement on Municipal ICT Platforms : A case study on the municipality of Kalmar

Lindell, Niklas, Denudom, Emil January 2020 (has links)
Information and communication platforms are used by cities and municipality for government-citizen communication. Previous research has shown difficulties in purpose and use, as well as in implementation of ICT platforms. The use and satisfaction of ICT platforms by citizens have also been shown to differ, depending on user motives, city size or population. In order to study the concept of governmental ICT platforms on a regional level, the authors investigated ICT platforms in the municipality of Kalmar, Sweden. The purpose was to identify how the different platforms are used to involve and engage citizens. Furthermore, the purpose was to see how a platform can be designed to improve citizen involvement and engagement. Municipal workers within communication departments, as well as citizens of the municipality were interviewed in order to identify the current situation of ICT platforms. Moreover, the attitudes and use from a citizen perspective was also identified. Through categorizing and cross-examining the collected data, it could be argued that ICT platforms provided by the municipality of Kalmar exist, though due to internal and external communication problems, are unknown and not frequently used by the citizens. The collected data also provided a base for the design of a mobile application platform that encourages citizens to communicate with the municipality. By creating indictments for the citizens to use the platform, as well as creating an inviting environment and a community feeling, citizens felt more encouraged to engage in government-citizen communication. Using a user engagement model as a basis for design was also shown to be beneficial in creating a forum for user involvement and engagement. / Information- och kommunikationsplattformar används av kommuner för kommunikation mellan myndigheter och medborgare. Tidigare forskning har visat svårigheter i syfte och användning, samt implementation av IKT-plattformar. Användande och tillfredsställelse av IKT-plattformar visar sig variera hos medborgare, beroende på användarmotiv samt kommun- och befolkningsstorlek. För att studera konceptet IKT-plattformar på en regional nivå, undersöker författarna IKT-plattformar inom Kalmar kommun. Syftet med forskningen var att identifiera hur de olika plattformarna användas för att involvera och engagera medborgare. Syftet var även att studera hur en plattform kan designas för att öka medborgares involvering och engagemang. Kommunanställda inom kommunikationsavdelningar samt medborgare inom kommunen intervjuades för att identifiera det rådande läget angående kommunala IKT-plattformar. Attityder och användande från ett medborgarperspektiv identifierades också. Genom kategorisering och korsreferens av den insamlade datan kunde det argumenteras för att IKT-plattformar existerar i nuläget, men är för många medborgare okända och brukas sällan på grund av interna och externa kommunikationsproblem. Den insamlade datan bidrog med underlag för designen av en mobilapplikation som uppmanar medborgare att kommunicera med kommunen. Genom att skapa incitament för medborgare, samt att skapa en inbjudande miljö och samhällskänsla, kände sig medborgare mer villiga att engagera sig i kommunikation med kommunen. Genom att använda en modell för användarengagemang som grund för design visade sig också vara fördelaktigt för att skapa ett forum för användarinvolvering och användarengagemang.
30

Click me: thumbnail extraction for fashion videos : An approach for selecting engaging video thumbnails based on clothing identification, sharpness, and contrast. / Klicka på mig: miniatyrbildsextraktion för modefilmer : En metod för att välja engagerande miniatyrbilder baserat på klädidentifiering, skärpa, och kontrast.

Redtzer, Isabel January 2023 (has links)
Video thumbnails are essential to represent the content and summary of a video. This thesis proposed a thumbnail extraction approach for fashion videos based on the presence of clothing items, sharpness, and contrast. Furthermore, this thesis investigated how the proposed thumbnail selection method performed concerning user engagement. Other research has been done on user engagement; however, the impact of clothing item presence has yet to be investigated. Firstly, a YOLOv7 model was trained on a fashion dataset to identify clothing items. The proposed selection method used the model to extract labels to determine what frames contain the maximum number of clothing items. The selected frames were filtered based on a contrast threshold, and the sharpest frame was kept as the proposed thumbnail from the remaining frames. The contrast was measured by calculating the standard deviation of the pixels in each frame. The sharpness was measured with the Laplacian operator. The user engagement was investigated by surveying 119 participants on thumbnail preference. The participants were presented with three frames, the thumbnail extracted with the proposed method, and two control frames: the middle frame of the video and a frame where the YOLOv7 model had only identified one object. The results show that the proposed thumbnail selection method performs well, receiving 59.75% of the total votes, compared to a middle frame and a single-item frame that received 17.46% and 22.79% of the votes, respectively. The results indicate that the proposed parameters for the thumbnail extraction could lead to higher user engagement. / Video-miniatyrbilder är en essentiell del av att presentera och sammanfatta videoinnehåll. Den här uppsatsen föreslår en miniatyrbilds extraktionsmetod för modevideos baserat på klädesplagg, skärpa och kontrast. Denna uppsats utvärderade hur den föreslagna metoden presterar i relation till användarengagemang. Tidigare forskning har utvärderat användarengagemang på miniatyrbilder, dock inte kopplat till närvaro av klädesplagg. Först tränades en YOLOv7 modell på ett modedataset för att identifiera klädesplagg. Den föreslagna metoden använde modellen för att extrahera etiketter för att fastställa vilka bilder som inkluderade flest klädesplagg. De utvalda bilderna filtrerades med en kontrast-tröskel, och den skarpaste bilden av de resterande bilderna behölls som en föreslagen miniatyrbild. Kontrasten mättes med standardavvikelsen mellan pixlar i varje bild. Skärpan mättes med Laplaceoperatorn. Användarengagemanget undersöktes med en enkät genomförd av 119 deltagare för att identifiera vilken miniatyrbild som föredrogs. Deltagarna blev presenterade med tre bilder, en extraherad med den föreslagna metoden och två kontrollbilder: mittenbilden från videon och en bild där YOLOv7 modellen endast identifierat ett objekt. Resultaten visar att den föreslagna metoden presterar bra, den fick 59,75% av rösterna, jämfört med mittenbilden och bilden med ett objekt, som fick respektive 17.46% och 22.79%. Resultaten indikerar att den föreslagna parametrarna kan bidra till ökat användarengagamang i modefilmer.

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