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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.
161

The influence of interactive product visualization on customer satisfaction : An investigation based on the SOR model

Dudkina, Lucija, Ellis, Evelina January 2022 (has links)
Interactive product visualisation (IPV) addresses the shortcomings of product visualisation on e-commerce sites, such as the absence of tactile information and the inability to directly examine products. Previous research has not addressed the influence of IPV on customer satisfaction. Therefore, the objective of this study was to address this gap by investigating factors that may influence customer satisfaction. The Stimulus-Organism-Response (SOR) model was used as a lens to further investigate the effect of stimuli of an IPV environment on the affective states of users as well as satisfaction as a response to stimuli. The furniture e-commerce industry and IKEA’s IPV tool were selected as the basis for this research. To gather data, an online survey with 5-point Likert scales was created based on previous research to discover the relationships between these factors. A total of 115 questionnaire responses were validated and analysed using multiple regression analysis. The results of the analysis indicated that interactivity, perceived ease of use, and entertainment had a positive influence on customer satisfaction as mediated by pleasure and dominance. Practical implications are presented to guide businesses that seek to implement IPV effectively.
162

The process of creating an identity : Designing a product series of EV chargers

Hellström, Gustav January 2022 (has links)
The world is quickly changing and the transition away from fossil fuels is occurring at a rapid pace. The car industry has experienced a radical change in the last years replacing combustion cars with electrical ones. The infrastructure to support the new vehicles with charging facilities has not met the demand in terms of accessibility and technical performance. Neither have the chargers reached a sustainable number to support the ever-increasing number of electric cars on the road. To adapt to this need companies have started to pursue next generation chargers. This paper focused on creating the next generation of chargers with visual design, interaction, and manufacturing as the focus point. This project is a collaboration with the company Zpark to create a new visual branding for their products and improve the user experience for their user group.  The project takes a wide approach to initial research, looking at both AC and DC chargers on the market as well as the user groups' current opinions. This research was implemented to create a DC charger (fast charging unit), as the company had not yet created a product that could cover this market segment. In the design process, a visual branding was created to make Zpark a more recognizable company. Several features were distinguished that could be implemented on future products in their line-up, whilst also creating the possibility of re-branding to specific buyers. A suggested manufacturing process and material choice were made to work as a guideline to create a more sustainable product, with ecological and economic impact as factors.  Four main categories of needs for the charger were elaborated on to create a better interaction, both for users charging and owners of the chargers. These four categories were charging, payment, communication, and maintenance. All the solutions help to create a more sustainable charging solution that will aid the transition to electric with a future-proofing aspect in mind.
163

Hur påverkar digitaliseringen den enskilde lärarensundervisning i ämnet Hem- och konsumentkunskap? / In what Way does Digitization Affect the Individual Teacher’s Way of Teaching the Subject Home and Consumer Studies?

Holm, Victor January 2022 (has links)
Svenska skolan har genomgått många förändringar, däribland inkluderingen av digitala hjälpmedel i undervisningen. Ökad användning av digitala verktyg ställer krav på lärarna, det vill säga att de måste öka sitt digitala kunnande i takt med utvecklingen. Hem- och konsumentkunskap (HKK) är inte bara ett praktiskt ämne, vilket kan göra det gynnsamt att implementera digitala hjälpmedel iundervisningen. Syftet med undersökningen var att redogöra för hur den digitala utvecklingen har påverkat den enskilde HKK läraren. En kvalitativ metod användes i form av sju intervjuer med yrkesverksamma lärare i ämnena HKK, matematik/NO, textilslöjd och engelska/SO under hösten 2021. Urvalet av lärare baseras på att det var brist på tillgängliga HKK-lärare och att de andra ämnena berör liknande kunskapskrav som HKK. Intervjuerna var semi-strukturerade och tog stöd av en intervjuguide. Data samlades in, bearbetades och analyserades utifrån en kvalitativ innehållsanalys. Resultatet visade att samtliga informanter var positiva till digitaliserad undervisning. Tid, planering och IT- kunskap var förutsättning för implementering i undervisningen. Digitalisering anses vara både tidssparande och tidsslukande. Tid för planering och inhämtande av kunskap omdigitala program är en förutsättning för digitalisering i undervisningen. Digital undervisning utövas i stor utsträckning. Det digitala hjälpmedlet kunde bli en distraktion för eleverna och de tappade lätt fokus. Differentierad undervisning med hjälp av digitala hjälpmedel kunde gynna vissa elever. / The Swedish school system has undergone many changes, including the inclusion of digital aids ineducation. Increased usage of digital tools places demands on teachers where they must increase their digital know-how in step with development. Home and consumer studies (HCS) is not just a practical subject, which can make it beneficial to implementation of digital aids in teaching. The objective of this examination was to account for how the digital development has affected the individual Home and consumer studies teacher. A qualitative method has been used in the form of seven interviews with professional teachers in the subject Home and consumer studies, Mathematics/Science and English/Social studies during the autumn of 2021. The selection of teachers is based on the lack of available HCS teachers and that the other subjects refer to similar points of the curriculum. The interviews have been supported by a semi-structured interview guide. Data has been collected, processed, and analyzed using a qualitative content analysis. The results showed that all participants were positive to digitalized teaching. Time, planning, and IT knowledge were prerequisites for implementation in teaching. Digitization is considered to be both time-saving and time-consuming. Time for planning and acquiring knowledge about digital programs is a prerequisite for digitization in teaching. Digital teaching is practiced to a large extent. The digital aid could become a distraction for the students, and they easily lost focus. Differentiated teaching using digital aids could benefit some students.
164

Comparison of VR-interviews to Online Video Conferencing Software and its Impact on User Experience : Studying the experience of VR-interviews compared to generic online video conferencing software like Zoom and MS Teams and its impact on the Interviewer and the Candidate

Bhalja, Rishit Rakesh, Ramsten, Christoffer January 2022 (has links)
With the recent advancement of computer technology, having an immersive experience has become more accessible. A technology that offers that is the one of virtual reality, or VR, for short, which immerses the user in another reality that is artificially constructed. It is natural to argue if there is even a need to switch from the general Online Video Conferencing software to VR-interviews.  The proposed research looks to dive into the user experience in this area to answer this question. This problem is important from the perspective of business owners, companies, and employees trying to have the best experience to recruit new employees or get recruited as a new employee, having the best possible experience. This research has three questions, where the first question examines how the user experience of an interview is different in VR compared to video conferencing software. The second and third question examines the user experience "job candidate's and recruiter's perspectives", in comparison to video conferencing software. For RQ1 a mixture of a small experiment followed by a think-aloud session with the participants was done. To gather the data for RQ 2 & 3, a total of three methods were chosen (experiment, interview, and survey), where these methods were both quantitative and qualitative to allow for triangulation.   The conclusions from the gathered data and the analysis of this research were that the user experience of virtual reality was preferable than that of the video conferencing software for both the recruiter and the candidate.
165

Explorative Design of an Indoor Positioning based Mobile Application for Workplaces : To ease workflow management while investigating any privacy concerns in sharing one’s location data indoors

Saxena, Vidhu Vaibhav January 2015 (has links)
This thesis elaborates on the design process of a mobile phone based application for indoor positioning at workplaces. The aim of the application is to ease workflow management and help increase the work efficiency of individuals and teams by reducing the amount of time spent in looking and waiting for each other. In doing so, the research takes a closer look on the user’s perspective on sharing one’s location data. An attempt is made to explore users’ behavior, investigating if any privacy concerns arise out of sharing one’s indoor location data and how it effects the adoption of the service within the context of a workspace. This exploratory approach employed a number of qualitative tools in order to gather data and analyze it. In order to understand the complex context of a work environment where activities (or actions) are defined by a number of factors, actors, mediators, communication channels, etc., the research followed an activity centred approach. The resulting solution is in the form of a service that provides layers of contextual information, responding to the overall activity being performed and the smaller actions that constitute it. A prototype of this application is then taken for user testing. The test results show that the users were hesitant in sharing their location data; citing a number of speculated scenarios where this information may be used in ways that induced a sense of being spied upon. However, in the overall acceptance and adoption of the system, the context of use (the workspace) was found to play a very crucial role.
166

Understanding User Experience Contributors in Free/Libre Open Source Software

Johansson, Petter January 2022 (has links)
Free/Libre Open Source Software (FLOSS) has accomplished many incredible things, but the most lacking is user experience (UX) which has been perpetuated both inside and outside the FLOSS community. The intention of this study is to discover what perception the FLOSS community have about UX improvements and what are the most common themes in the current obstacles that the community faces. This study includes a survey on a selected set of projects to show the perception based on closed- and open-ended questions. Furthermore, the thesis also applies grounded theory (GT) to a set of Github issues that establishes which themes are the most common. The outcome gave that the perception is no different independent of what role a community member of a FLOSS project have, key values of user support and active feedback for developers are were discovered and UX practitioners is appreciated but not necessary for a software's success. Common themes in problems faced by the FLOSS community is intuitiveness and a lack of clear response from the software, closely followed by configuration options. Conclusively there are a need for UX practitioners in some studied projects and the issue lies in the lack of UX contributors and the general knowledge of UX in the community in a very code focused environment.
167

Constrained procedural floor plan generation for game environments

Bengtsson, Daniel, Melin, Johan January 2016 (has links)
Background: Procedural content generation (PCG) has become an important subject as the demand for content in modern games has increased. Paradox Arctic is a game development studio that aims to be at the forefront of technological solutions and is therefore interested in furthering their knowledge in PCG. To this end, Paradox Arctic has expressed their interest in a collaborative effort to further explore the subject of procedural floor plan generation. Objective: The main goal of this work is to test whether a solution based on growth, subdivision or a combination thereof, can be used to procedurally generate believable and varied floor plans for game environments, while also conforming to predefined constraints. Method: A solution capable of generating floor plans with the use of growth, subdivision and a combination of both has been implemented and a survey testing the believability and variation of the generated layouts has been conducted. Results & Conclusions: While the results of the subdivision and combined solutions show that more work is necessary before the generated content can be considered believable, the growth based solution presents promising results in terms of believability when generating smaller to medium sized layouts. This believability does however come at the cost of variation. / Bakgrund: Procedural content generation (PCG) har blivit ett alltmer viktigt ämne allteftersom kravet på mängden innehåll i moderna spel har ökat. Paradox Arctic är en spelutvecklingsstudio vars målsättning är att ligga i teknologins framkant och de är därför intresserade av att vidareutveckla sin kompetens inom PCG. Av denna anledning har de uttryckt intresse för ett samarbete inom området “procedurell generering av planlösningar”. Syfte: Det huvudsakliga syftet med detta arbete är att undersöka huruvida lösningar baserade på att växa ytor, fördela ytor i mindre delar eller en kombination av dessa, kan användas för att skapa trovärdiga och varierade planlösningar för spelmiljöer, utan att bryta förutbestämda krav. Metod: En lösning som procedurellt genererar planlösningar genom att växa och/eller fördela dem har implementerats och en undersökning, med syftet att utvärdera trovärdigheten och variationen i de genererade planlösningarna, har utförts. Resultat & Slutsatser: Lösningen som baseras på fördelning av ytor och den kombinerade lösningen, visades av resultaten kräva ytterliggare arbete för att anses generera trovärdiga resultat. Lösningen som baseras på att växa ytor däremot, visade positiva trovärdighetsresultat när små och medelstora planlösningar genererades. Detta goda resultat uppstod dock på bekostnaden av variation mellan de genererade planlösningarna.
168

Recognizing and classifying a golf swing using accelerometer in a Smartwatch

Krüger, Anders January 2017 (has links)
No description available.
169

Pepe: an adaptive robot that helps children with autism to plan and self-manage their day.

Cañete Yaque, Raquel January 2021 (has links)
Covid19 has brought up physical and mental challenges for all of us. However, this is even more pronounced for those who suffer from psychological pathologies, such as Autism Spectrum Disorder (ASD). One of the main challenges that parents of children with ASD faced during the pandemic was to plan and structure a daily routine for their kids. The disruption of the routine, together with the difficulty of combining work and the care of the child has resulted in behavioral problems and stress and anxiety for both, parents and children.    This project focused on developing an adaptive robot that helps children with autism to plan and self-manage their day, with the end goal of becoming more independent. With adaptability, agencies, senses, and playfulness at the core of the design, Pepe is meant as a support tool for these children to use along the way. By collecting information from the performance of the kid, it is able to adapt its behavior to the child´s (and parent´s) needs and desires, and therefore progress with the child. It builds upon the principles of Positive Behavioral Support to prevent emotional crises by embracing a long-run negotiation process, by which the child gets gradually closer to the end goal of self-autonomy. Intending to be adapted to the accentuated needs of these children, it combines traditional and computational elements to make the most out of the experience. This project included in-depth user research together with parents and experts, an interdisciplinary design approach, and a prototyping phase in which a prototype was tested with children with ASD.
170

A provocation around the ethics in human-conversational agent relationships : A contribution to an ethically responsible future between humans and conversational agents

Bachmann, Lea January 2021 (has links)
The usage of conversational agents in domestic spaces is increasing every year and with this ethical issues that we have not anticipated will arise, both because these relationships are human-like and not human-like.This thesis shows that ethically responsible relations- hips between humans and conversational agents in private contexts and domestic environments are much more than conversational design. This project is not primarily focussing on designing dialogues, words, and voices but takes a closer look at the qualities and values these relationships are based on. It is looking at how agents are staged, using design fiction as a methodlogy and medium to raise questions around the impacts of these relati- onships. Furthermore, it is also pointing out some of the possible unintended consequences that could occur if these agents are staged, like personaswith human-like features or if technology goes in between human-human relationships.After multiple design explorations and realizing how complex human-agent and human-human re-lationships are, I realized that the best way to make an impact was not to provide solutions on how ethically responsible relationships between humans and conversational agents should look like. Instead, I have created a set of fictional design ar- tifacts in different future contexts. They aim to point out what designers who design for these relations- hips need to tweak and pay attention to to create more ethically responsible futures.As I created these design fictions, I aimed to find a good balance between humor, provocation, and abstraction to leave room for people‘s imagination. In addition, I am hoping to provoke enough for my audience to feel triggered to raise even more re- levant questions and point out further opportunities for other designers to build on my work.Finally, a fictional design organization was created, which I called “A(i)activists“. I see this as a space where the design fiction can live on and a great medium to communicate the project vision and mis- sion and create a small place for ongoing debates and input from a diverse audience.

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