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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.
41

Exploring the Impact of Dynamic Design Elements on User Experience in Digital Interfaces : Understanding the Role of Dynamic Elements

Al-Hufah Al-Otaibi, Abdulmalek, Kiaee, Kiarash January 2024 (has links)
This study seeks to investigate the subtle impact that dynamic design elements in web interfaces have on users, particularly on users' decision-making and engagement. In contrast to most current research efforts, which predominantly address mobile applications, the current study aims to direct the focus on web-based environments to reveal special behavioral responses evoked by dynamic design features. The study adopts a comprehensive mixed-methods approach that encompasses qualitative and quantitative data collection techniques. This includes A/B testing on the prototypes of web interfaces, which provides the base for measuring engagement objectively from users. A very salient point here is that animations increase user retention by 30%, which shows that well-applied dynamic elements can advance the stickiness and interaction users would have with a digital platform. On the other hand, the thesis also mentions the risks related to such design elements, like the ability to cause cognitive overload and distraction in case of non-judicious use of these elements. Through the account of user behavioral analysis in response to various implementations, the research provides useful insights to web designers and developers about how to use animations and transitions judiciously for navigational intuitiveness and responsiveness without hampering web interface usability. The present research also adds to theories for UX and user interface design (UID) by promoting the balanced integration of dynamic design elements. What was brought to the forefront was that research to understand the specific impacts of these elements can lead to more effective digital environments, tailored to foster user engagement that could support efficient processes of decision making. This thesis not only fills the academic gap related to digital interaction but also provides a practical guideline for the improvement of web interface design given user behavior and technology.
42

Bringing books to life in Augmented Reality : An exploratory design study of an Augmented Reality reading experience for children to increase engagement / Väcka böcker till liv i förstärkt verklighet : En utforskande designstudie av en läsupplevelse i förstärkt verklighet till barn för att öka engagemang

Lindqvist, Amanda January 2024 (has links)
Motivated by the alarming trends of decreased reading among young children and their increased use of technology, this thesis explored the design of an Augmented Reality (AR) reading experience aimed at increasing engagement among young readers in a non-educational setting. Research on technological reading experiences designed to further learning is well-established; however, fewer studies have assumed a non-educational perspective, and none have explored the naturalness of using head-mounted displays (HMD) AR. Following an exploratory Design Thinking process, a high-fidelity prototype of an HMD-AR reading experience designed to increase engagement was developed based on insights derived from related state-of-the-art research and a focus group conducted with children. The proposed AR reading experience was evaluated through tests with children aged 3-9 years old. A self-reported user engagement matrix was used to evaluate engagement based on seven different components, such as interest and challenge. The results suggest that the proposed AR reading experience had moderately positive effects on overall engagement. The engagement component interest elicited a collectively high engagement, with results indicating that reading with an interactive character in AR was the main aspect of interest. However, future research should include longitudinal testing for more conclusive results. / Motiverad av de alarmerande trenderna med minskad läsning bland unga barn och deras ökade användning av teknik, utforskade denna avhandling designen av en läsupplevelse i förstärkt verklighet (AR) avsedd att öka engagemang bland unga läsare i ett icke-pedagogiskt sammanhang. Forskning på teknologiska läsupplevelser utformade för att främja lärande är väletablerad; däremot har färre studier antagit ett icke-pedagogiskt perspektiv, och ingen har utforskat naturligheten av att använda head-mounted displays (HMD) AR. Genom att följa en explorativ design-tänkande process och baserat på insikter erhållna från relevant forskning och en fokusgrupp utförd med barn, utvecklades en fungerande prototyp av en HMD-AR-läsupplevelse designad för att öka engagemang. Den föreslagna AR-läsupplevelsen utvärderades genom tester med barn i åldrarna 3-9 år. En självrapporterad matris för användarengagemang användes för att utvärdera engagemang utifrån sju olika komponenter, däribland intresse och utmaning. Resultaten antyder att den föreslagna AR-läsupplevelsen hade måttligt positiva effekter på det övergripande engagemanget. Engagemangskomponenten intresse framkallade kollektivt högt engagemang, och resultatet indikerar att läsning tillsammans med en interaktiv karaktär i AR var den främsta aspekten av intresse. Framtida forskning bör inkludera längre studier för slutsatsgivande resultat.
43

L'usager et le documentaire interactif : étude expérimentale de l'engagement de l'usager dans un documentaire interactif / User and interactive documentary : an experimental study of user engagement with interactive documentary

Alkarimeh, Baker 21 June 2019 (has links)
Au cours des dernières années, le domaine du documentaire interactif s’est progressivement développé en raison des changements survenus dans le monde de l’Internet et d’études académiques croissantes sur le sujet. Pourtant, on sait relativement peu de choses sur la relation entre l’usager et le documentaire interactif. L’objet de cette étude est précisément de mesurer les attitudes et les interactions de l’usager exposé à un documentaire interactif décliné en différentes versions, disposant chacune d’un degré d’interactivité plus ou moins développé. L’étude de l’attitude des usagers nous a conduit à approfondir les notions d’engagement narratif, d’interactivité perçue, d’engagement perçu et d’attitude à l’égard du site Web documentaire interactif. Un autre objectif de cette étude est d’examiner la relation entre interactions réelles et perceptions des usagers. L’étude a cherché à comparer l’interactivité et la linéarité en terme d’engagement narratif et d’engagement perçu. Un travail de terrain a été conduit auprès de 360 étudiants jordaniens. L’échantillon a été divisé en trois groupes, chaque groupe visualisant un des 3 documentaires interactif et répondant au questionnaire relatif. L’étude a également utilisé deux logiciels pour tracer le comportement réel de l’usager. Les résultats de cette étude mettent à jour une relation significative entre d’une part le haut niveau d’interactivité réelle et d’autre part l’interactivité perçue et l’attitude à l’égard du site Web documentaire interactif. D’autre part, les résultats ont révélé une corrélation positive entre d’une part l’interactivité perçue et de l’autre l’engagement perçu et l’attitude à l’égard du site Web documentaire interactif. Cependant, l’étude n’a pas trouvé de corrélation entre l’interactivité perçue et l’engagement narratif. De plus, les résultats ont montré que l’interaction réelle des participants est positivement corrélée à leurs perceptions. Enfin, les participants qui ont regardé le documentaire linéaire sont significativement plus engagés dans la narration documentaire que les autres groupes. Cette étude présente enfin les résultats, les discute et envisage des perspectives futures. / In recent years, interactive documentary field has been gradually growing because of great changes in the world of Internet, promising interactive documentary projects, and the increase in academic studies within the field. Nevertheless, relatively little is known about the relationship between user and interactive documentary. The aim of this study was to measure users’ attitudes and actual interaction toward different levels of interactivity manipulated in two designed interactive documentaries. The users’ attitudes were categorized in this study as: narrative engagement, perceived interactivity, perceived involvement, and attitude toward the interactive documentary website. Another purpose of this study was to examine the relationship between users’ actual interaction and their perceptions. To fully understand interactive documentary, the study, therefore, sought to compare interactivity with linearity in terms of narrative engagement and perceived involvement. A sample of 360 participants was randomly divided into three groups and assigned to view three designed documentaries, and to answer the related questionnaire. The study also used software packages to measure and monitor users’ actual behaviors. The findings of this study indicated that there was a significant relationship between the high level of actual interactivity and both perceived interactivity, and attitude toward the interactive documentary website. On the other hand, the findings revealed that there was a positive correlation between perceived interactivity and both perceived involvement and attitude toward the interactive documentary website. However, the study did not find a correlation between perceived interactivity and narrative engagement. Moreover, the findings showed that the participants’ actual interaction was positively correlated with their perceptions, and the participants who viewed the linear documentary were significantly involved with the documentary narrative more than other groups. Discussion, limitation, and future studies were presented in this study.
44

L’effet du journalisme constructif sur l’engagement du lectorat d’un site Web d’information

Kozminski Martin, Alexandre 01 1900 (has links)
No description available.
45

Applying persuasive design to increase engagement in sustainability-related projects : A case study of a climate change adaptation project’s website / Tillämpning av persuasive design för att öka engagemanget i hållbarhetsrelaterade projekt : En fallstudie av en webbplats för ett klimatanpassningsprojekt

Zamanian, Arian, Yang, Huihong January 2022 (has links)
A website’s foundation should be its usability and its user engagement. Designers can go further and persuade users. The design practice of persuasive design revolves around affecting people indirectly by changing attitudes or behaviors through product features or service characteristics. This has been utilized in various fields with great success. The field of sustainability has become a new theme of study with the goal of influencing user behavior toward more sustainable actions. Researchers have claimed that persuasive design is an effective way to change behaviors and could be utilized to reach different sustainability goals with websites being a viable medium for this. Frameworks for the entirety of the design process have been suggested but there seems to be a lack of literature on guidelines for existing sustainability website designs. This thesis aims to provide guidelines for websites of sustainability-related projects by researching the involvement of similar projects through people’s experiences, motivations, and intentions along with identifying persuasive design characteristics that can increase engagement. The resulting guidelines will be useful for existing designs of websites for sustainability-related projects to increase its persuasive power. A literature review was conducted along with empirical methods of data collection such as a survey, semi-structured interviews, and competition analysis. Theory of planned behavior (TPB), Fogg Behavior Model (FBM), and the Persuasive Systems Design model (PSD) were utilized as theoretical frameworks for collecting data. The empirical methods results were analyzed through a table connecting the theoretical frameworks to understand the results. The findings suggested that people have strong motivations and positive attitudes toward sustainability-related projects but the involvement in such projects is affected by limited ability caused by different barriers. By optimizing the interactive system and applying the persuasive design characteristics, the barriers can be reduced, and the websites’ persuasive power can be increased. Five guidelines were suggested based on the empirical results. An evaluation of the guidelines was not conducted which is proposed as the next step for further research. / Grunden av en webbplats bör vara dess användbarhet och användarengagemang. Utifrån denna grund kan designers gå längre och övertala användare via webbplatsen. Persuasive design är ett tillvägagångssätt inom design vilket kretsar kring att indirekt påverka människors attityder eller beteenden genom produkt- eller tjänsteegenskaper. Detta tillvägagångssätt har använts framgångsrikt inom varierande områden. Hållbarhet har blivit ett nytt studietema med målet att påverka användarnas beteende mot mer hållbara åtgärder. Forskare har hävdat att persuasive design är ett effektivt sätt att förändra beteenden och skulle kunna användas för att nå olika hållbarhetsmål med webbplatser som ett möjligt medium för detta. Ramverk för hela designprocessen har föreslagits men det förefaller vara brist på litteratur om riktlinjer för befintlig design av hållbarhetsrelaterade webbplatser. Denna studie syftar till att ge riktlinjer åt webbplatser för hållbarhetsrelaterade projekt genom att undersöka involveringen av liknande projekt genom människors erfarenheter, motivationer och avsikter samt att identifiera övertalande egenskaper hos persuasive design som kan öka engagemang. De resulterande riktlinjerna kommer att vara användbara för befintliga designer av webbplatser för hållbarhetsrelaterade projekt för att öka dess övertalande kraft. En litteraturgenomgång utfördes tillsammans med empiriska metoder för datainsamling som semistrukturerade intervjuer, en enkät, samt en konkurrentanalys. Teorin om planerat beteende (TPB), Foggs beteendemodell (FBM), samt modellen för Persuasive Systems Design (PSD) användes som teoretiska ramverk för att samla in data. De empiriska metodernas resultat analyserades genom en tabell som kopplade samman de teoretiska ramarna för att förstå resultaten. Studiens slutresultat tyder på att människor har starka motivationer och positiva attityder till hållbarhetsrelaterade projekt men engagemanget i sådana projekt påverkas av begränsad förmåga orsakad av olika hinder. Genom att optimera det interaktiva systemet och tillämpa de övertalande designegenskaperna från persuasive design kan hindren minskas och webbplatsernas övertalande kraft kan ökas. Fem riktlinjer föreslogs baserat på de empiriska resultaten. En utvärdering av riktlinjerna har inte genomförts vilket föreslås som nästa steg för vidare forskning.
46

How does the UX Design of video conferencing software affect student engagement in online education?

Zhang, Jing, Vamoș, Vlad January 2021 (has links)
Even before the spread of COVID-19 video conferencing software has seen a steady rise in use. Due to their convenient way of offering a way of seeing the other participants live while talking to them, it is quite easy to see why this kind of software became more and more used throughout the years. Now, during the pandemic, video conferencing software is more used than ever before, especially in learning environments. Nevertheless, studies show that student engagement is rather low with university students who take part in online learning. Throughout this paper, we venture into discovering the reasons behind this lack of engagement and how it can be improved from a User Experience Design standpoint. With findings resulted from several previous studies and identified student problems and needs from those papers we created a prototype to test which features and design elements affected student engagement.
47

Quality of experience and video services adaptation / Qualité d’expérience et adaptation de services vidéo

Diallo, Mamadou Tourad 04 June 2015 (has links)
Avec l'hétérogénéité des réseaux et la demande croissante de services multimédias, la Qualité d'Expérience (QoE) devient un facteur déterminant de réussite ou d’échec de ces services. Dans cette thèse, nous avons d’abord analysé l'impact des paramètres de qualité sur l'engagement de l'utilisateur, afin de comprendre l’effet des paramètres vidéo (temps de démarrage, qualité intrinsèque, taux de blocage) et la popularité du service sur l'engagement de l'utilisateur. Nos résultats ont montré que le taux de blocage et la popularité du service sont des paramètres critiques qui impactent fortement la satisfaction et l'engagement de l’utilisateur, tandis que, le temps de démarrage a moins d’impact. Ensuite, les approches subjectives de QoE comme le Mean Opinion Score (MOS) ont été traité dans cette thèse, où les utilisateurs sont appelés à donner une note de satisfaction en fonction des informations de contextes. Une analyse statistique des résultats obtenus à partir de tests utilisateurs a montré que le type de terminal et de contenu sont des paramètres qui impactent fortement le MOS. En plus, des modèles mathématiques d’estimation de QoE en fonction des informations de contextes ont été proposés. Enfin, deux techniques d’optimisations ont été proposées : Le MDASH (MOS Dynamic Adaptive Streaming over HTTP) pour l’optimisation vidéo de flux partageant les mêmes ressources, de manière à garantir une certaine QoE pour tous les utilisateurs. Et une optimisation de livraison, basée sur des fonctions d’utilités dans laquelle, une fonction globale d'utilité est calculée en fonction de différentes contraintes (qui dépendent fortement des stratégies des acteurs de la chaîne de livraison) / With the network heterogeneity and increasing demand of multimedia services, Quality of Experience (QoE) becomes a crucial determinant of the success or failure of these services. In this thesis, we first propose to analyze the impact of quality metrics on user engagement, in order to understand the effects of video metrics (video startup time, average bitrate, buffering ratio) and content popularity on user engagement. Our results show that video buffering and content popularity are critical parameters which strongly impacts the end-user’s satisfaction and user engagement, while the video startup time appears as less significant. On other hand, we consider subjective approaches such as the Mean Opinion Score (MOS) for evaluating QoE, in which users are required to give their assessment according to contextual information. A detailed statistical analysis of our study shows the existence of non-trivial parameters impacting MOS (the type of device and the content type). We propose mathematical models to develop functional relationships between the QoE and the context information which in turn permits us to estimate the QoE. A video content optimization technique called MDASH (for MOS Dynamic Adaptive Streaming over HTTP) is proposed, which improves the perceived QoE for different video sessions sharing the same local network, while taking QoE fairness among users as a leitmotiv. We also propose a utility-based approach for video delivery optimization, in which a global utility function is computed based on different constraints (e.g. target strategies coming from the actors of the delivery chain)
48

Understanding First-time User Experiences in an Educational Crowdsourcing Platform

Akash Ravi (11878004) 18 April 2023 (has links)
<p>User onboarding for Graphical User Interface (GUI) applications usually involve walkthrough tutorials explaining various UI elements, functions, and navigation screens. These First-time User Experiences (FTUEs) are crucial in determining any subsequent user interaction. The purpose of this study has been explored by eliciting answers to two research questions in specific. The study primarily investigates a user's perception of a tailored onboarding experience. Following this, the impact of these tutorials on the user's performance has also been used as a way to verify their effectiveness.</p> <p><br></p> <p>The emergence of educational crowdsourcing platforms has revolutionized traditional models of teaching and learning by engaging students in collaborative, real-world problem-solving activities. However, the success of crowdsourcing platforms in education largely depends on their ability to provide a positive and engaging user experience, particularly for first-time users. As a part of another ongoing study, the need for an engaging onboarding tutorial to educate users on the concept of worked-out examples and peer evaluations was evident. Thus, the interventions developed in this study are built upon a crowdsourcing platform designed to collect worked-out examples from university students. </p> <p><br></p> <p>Through a combination of qualitative and quantitative research methods, this study seeks to provide insights into the design of effective onboarding tutorials in the context of crowdsourcing educational resources. There have been numerous attempts to devise effective onboarding strategies. For instance, the interplay of narration and animation has been utilized as a way to gamify and design engaging FTUEs. The design choices for tailoring the experience were hence determined through Rapid Iterative Testing and Evaluation (RITE) methods. Analysis of the experimental data shows that there is a statistically significant improvement in the FTUE when users are presented with a tailored onboarding tutorial. Their usage patterns also tend to improve post their interactions with the tutorials. These results hope to contribute to a better understanding of user engagement in FTUEs, thus paving the way for furthering product adoption and value metrics on a broad scale.</p>
49

Designing for User Engagement among Young Adults: : Applying Design Thinking to develop a Financial Dashboard / Att designa för användarengagemang bland unga vuxna: : Tillämpning av designtänkande för att utveckla en finansiell instrumentpanel

Lindborg, Emelie January 2023 (has links)
The rapid advancement of technology has led to evolving user needs and expectations, with a growing demand for efficient and intuitive digital experiences. Simultaneously, many young adults lack financial literacy, highlighting the need to enhance their understanding of personal finance and investment options. Bridging the generational gap and effectively engaging young adults in financial management is a significant challenge in the fintech industry. To address this, fintech companies must adapt their products to meet the specific needs of young adults. This study utilizes a design process to identify the needs and problems of young adults, aged 18 to 25, resulting in an interactive prototype of a redesigned financial dashboard. Applying the Design Thinking methodology, the research study gains a comprehensive understanding of users’ perspectives, enabling the creation of a user-centered design. Through qualitative evaluations of the prototype, this study demonstrates the impact of the redesigned financial dashboard on user engagement. Specific design elements that contribute to increased user engagement and perceived financial literacy are highlighted. This research offers valuable insights for the fintech industry to effectively engage young adults and enhance their financial literacy through tailored design solutions, ultimately improving their financial well-being. / Den snabba utvecklingen av tekniken har lett till att användarnas behov och förväntningar har förändrats, med en växande efterfrågan på effektiva och intuitiva digitala upplevelser. Samtidigt saknar många unga vuxna finansiell kunskap, vilket understryker behovet av att öka deras förståelse för privatekonomi och investeringsalternativ. Att överbrygga generationsklyftan och effektivt engagera unga vuxna i finansiell förvaltning är en betydande utmaning inom fintechbranschen. För att bemöta detta måste företagen anpassa sina produkter för att tillgodose unga vuxnas specifika behov. Den här studien använder en designprocess för att identifiera behov och problem hos unga vuxna mellan 18 och 25 år, vilket resulterar i en interaktiv prototyp av en finansiell instrumentpanel. Genom att tillämpa Design Thinking-metodiken får forskningsprojektet en omfattande förståelse för användarnas perspektiv, vilket möjliggör skapandet av en användarcentrerad design. Genom en kvalitativ utvärdering av prototypen visar studien hur den omdesignade finansiella instrumentpanelen påverkar användarnas engagemang. Specifika designelement som bidrar till ökat användarengagemang och upplevd finansiell kunskap lyfts fram. Denna forskning erbjuder värdefulla insikter för fintechbranschen för att effektivt engagera unga vuxna och öka deras finansiella kunskaper genom skräddarsydda designlösningar, vilket i slutändan förbättrar deras finansiella välbefinnande.
50

Mining Behavior of Citizen Sensor Communities to Improve Cooperation with Organizational Actors

Purohit, Hemant 01 September 2015 (has links)
No description available.

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