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The Rise of Dark Mode : A qualitative study of an emerging user interface design trendEisfeld, Henriette, Kristallovich, Felix January 2020 (has links)
Purpose – As screen time per individual increases, more users of digital devices experience ocular related diseases. The purpose of this study is to gather reasons for the vast popularity Dark Mode gained in contemporary society, by investigating previous design eras. As a general lack of trend analysis within user interface design has been identified, the goal of the study is to lay the foundation for further research in the field of user interface design. Method – The study relies on a qualitative literature review. Publications related to Dark Mode, light-on-dark color schemes and digital trends were analyzed for topic-specific content that was then elaborated to give a critically viewed framework of the emerging trend. Findings – The results of our study indicate that various factors led to creation of the hyped trend, known as Dark Mode. It was first and foremost practicality of the light-on-dark color scheme that paved the way for Dark Mode. All operating systems, many apps, platforms and even websites incorporated it in their design. Being an optional feature, Dark Mode makes it more comfortable for users to use their devices outside the light hours or in environments with bad lighting conditions. With Dark Mode users get a far-reaching personalization tool, that visually changes essentially the whole OS or app. From a psychological point of view this improves user satisfaction, as humans naturally are seeking way to be in control. Being in control of own devices is undoubtedly an important aspect of it. Besides that, Dark Mode houses potential to lower energy consumption of devices and provides users with longer battery times. This, however, only applies to devices with display technology like OLED, where backlighting is at least divided into zones, that can be turned off when not in use. Devices with conventional LED displays cannot benefit from lower energy consumption. Implications – The study indicates that individuals use Dark Mode for a more satisfying user experience as they feel e.g. less eye strain with a dark themed user interface. Editing and coding software is mostly designed in a light-on-dark color scheme, as users often work for long continuous hours on screen, surrounded by dark environment. As screen time per individual increases, more users are experiencing ocular diseases. In counteraction, society demanded dark themed interfaces for operating systems, websites, and apps. As individuals were already using unofficial dark themes on different interfaces, tech companies started releasing system updates to make Dark Mode a choice. As Apple released their user interface update just in 2019, Dark Mode is still a relevant trend discussed in the industry and society. Experts indicate that Dark Mode is here to stay, as it satisfies preferences of many users and makes current OLED screens and future digital devices with appropriate display technology more sustainable. Limitations – The time frame of the study, as well as the Covid-19 pandemic greatly limited the possibilities of conducting the study. Due to the novelty of the trend, there is lack of previous research, which limited the view on the subject to only work available. Keywords – Dark Mode, dark-on-light color scheme, retro trends, user interface design, user experience, digital trends, display, screen, screen time, eye strain
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Las plataformas digitales tras el Covid-19: Las nuevas tendencias y hábitos de consumo del entretenimiento / Digital platforms after Covid-19: New trends and entertainment consumption habitsAguilar Del Castillo, Ariana 12 July 2021 (has links)
La investigación se centra en el incremento del consumo en las plataformas digitales de entretenimiento durante el confinamiento de Covid-19. Este proyecto surge debido a la escasez de estudios peruanos referidos al tema. El objetivo principal es analizar la influencia de las nuevas audiencias en el consumo de estas plataformas, las que propician a la evolución de la industria audiovisual durante el contexto de Covid-19. El método de investigación se desarrolló mediante entrevistas semi estructuradas a especialistas digitales y a las audiencias digitales consumidoras de estas plataformas. Desde la perspectiva de la investigación, se afirma el aumento en el consumo de estas plataformas de entretenimiento, así como una audiencia más exigente y dependiente. Así mismo, la investigación prevé como tendencias un cambio en los modelos de negocios de las industrias digitales debido a los nuevos hábitos de consumo. Esto también delimitó el aumento de las plataformas ilegales dentro de las audiencias. No obstante, el artículo reafirma que las industrias de contenido peruano no son partícipes de esto debido a factores sociales y coyunturales. Finalmente, la investigación concluye en la influencia de las audiencias digitales en la transformación de la industria audiovisual. Esta se refuerza por la nueva normalidad tanto en ámbitos laborales como en aspectos de entretenimiento, impulsando a la conectividad digital de entretenimiento en todo momento. / The research focuses on the increase in consumption on digital entertainment platforms during the confinement of Covid-19. This project arises due to the scarcity of Peruvian studies on the subject. The main objective is to analyze the influence of new audiences on the consumption of these platforms, which are conducive to the evolution of the audiovisual industry during the context of Covid-19. The research method was developed through semi-structured interviews with digital specialists and the consumer digital audiences of these platforms. From the research perspective, the increase in the consumption of these entertainment platforms is affirmed, as well as a more demanding and dependent audience. Likewise, the research analyzes as trends a change in the business models of digital industries due to new consumer habits. This also delimited the rise of illegal platforms within audiences. However, the article reaffirms that Peruvian content industries are not participants in this due to social and conjunctural factors. Finally, the research concludes on the influence of digital audiences in the transformation of the audiovisual industry. This is reinforced by the new normal both in work environments and in entertainment aspects, always promoting digital entertainment connectivity. / Tesis
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Instructors and Underrepresented Students in Microbiology: Educational Digital Tool Use, Trends, Perceptions, and SuccessBradshaw-Ward, Danita M. 12 1900 (has links)
The purpose of this three-article dissertation was to expand knowledge and theory regarding digital tool use in biology laboratory courses, such as microbiology, which requires specific laboratory skill development through the perception of instructors and students. Article 1 establishes the broad digital literacy and fluency problem in education by providing definitions and the context behind digital literacy fluency and its impact on acquisition of knowledge in digital learning environments. The study provided a picture of the lack of knowledge about the use of digital tools in education and practical problems around appropriate implementation, infrastructure, and preparedness. Article 2 presents results of a literature research study about the foundational, pandemic-induced, and current digital tool use in biology and microbiology lab courses. Recommendations for improvement in digital tool implementation, pedagogical approach, and appropriate selection to meet learning outcomes were provided. Article 3 describes a 3-layered study to build a new instrument to understand minority-student perceptions of identity and digital literacy and technology barriers on student success in STEM courses. The study identified challenges and benefits of digital tool use in virtual microbiology lab courses, unique challenges of underrepresented populations, and the need to develop an instrument to capture the context of this unique population.
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