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User-Centered Design in Digital Twins : Insights Based on Industrial Designers’ ActivitiesParapanova, Velina January 2024 (has links)
Digital twin is an emerging technology that enhances digital transformation across many industries and domains. Most digital twins are made for a work context, and end users are the domain experts who carry knowledge in the work processes and products of which digital twin is part. The research gap for the present study is found in the missing adoption of a user-centered design approach and systematic evaluation of digital twins from the perspective of end users. User-Centered Design is a well-known design philosophy that engages users in the design process. By involving users, designers can better understand users and create situations where users can introduce their knowledge, needs and concerns into the products and systems. Emerging research questions for this study are: RQ1: What insights could be obtained with user-centered design and user involvement for the design of digital twin? RQ2: What limitations could user-centered design and user involvement incorporate in the design process of digital twins? This study will use both previous studies and empirical data from a scenario-based approach, workshops, observation, and interviews. Further, it will explore a theoretical framework combining User-Centered Design and Activity theory. This study aims to investigate what knowledge we can gain with users in focus and how that might help to fill the knowledge gap of previous research about user-centered involvement.
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The process of simplifying information exchange within urban planning : Designing for the facilitation of information exchange and process supportStål, Julia January 2022 (has links)
The urban planning process in Sweden encompasses all design and development of the physical environment in society. It involves a large number of actors and a large amount of data. To be as effective as possible the exchange of data between actors needs to become easier and more effective. This thesis explores how a digital platform for urban planning can be designed to facilitate the exploration of and access to information within urban planning. The method followed an iterative design process based on the UX lifecycle by Hartson and Pyla. Interviews were conducted with potential users to learn about their wants and needs, and research was done on the urban planning process to gather the theory on the subject matter domain. The result of the thesis is a UX prototype of a digital urban planning platform. The prototype was designed in Figma and tested on potential users in a design walkthrough and a usability test together with an interview. The results also show what type of functionality is important for users in this type of platform.
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Ett steg i rätt riktning : En studie om att förebygga mobbning med stöd av teknik. / A step in the right direction : A study on preventing bullying in primary school with the support of technology.Aspeqvist, Agnes, Eriksson, Michelle January 2022 (has links)
Mobbning och kränkande behandling är att betrakta som ett allvarligtsamhällsproblem. Om mobbning inte får mer riktad uppmärksamhet och ett störreingripande, fortsätter ett tyst godkännande för kränkning av en annan människa.Därför ämnade denna studie att undersöka hur en potentiell mobilapplikation skullekunna hjälpa till och förebygga mobbning i grundskolan. Syftet med den här studieninnebar att få en djupare förståelse för den potentiella användningen av enmobilapplikation som skulle kunna användas för att förebygga mobbning igrundskolan, samt vad som skulle vara de önskade designegenskaperna för en sådanmobilapplikation ur grundskoleelevers perspektiv. Forskningsfrågorna som studienämnade att besvara var: Vilka förslag har elever i grundskolan för att förebygga ochförhindra mobbning? Hur uppfattar elever i grundskolan den potentiellaanvändningen av en mobilapplikation för att förebygga mobbning? Hur beskriverelever i grundskolan de önskade designegenskaperna av en mobilapplikation för attförebygga mobbning? För att få en bredare förståelse om forskningsområdetgenomfördes en litteraturstudie kring fenomenet mobbning, det digitaliseradesamhället samt att designa för användaren. I studien så tillämpandes även detteoretiska ramverket HMSAM. För att lyckas svara på studiens forskningsfrågor togstudien en kvalitativ ansats där enskilda semistrukturerade intervjuer har genomförtsmed åtta grundskoleelever i åldern 15-17år. Utifrån studiens upptäckter tillsammansmed ramverkets teorier om användarvänlighet och användbarhet framkomrekommendationer för en potentiell mobilapplikation för att förebygga mobbningvilket således kan ses som svaret på studiens tre forskningsfrågor. / Bullying and abusive treatment are considered a serious societal problem. If bullyingdoes not receive more targeted attention and greater intervention, a silent approval forthe violation of another person continues. Therefore, this study aimed to investigatehow a potential mobile application could help and prevent bullying in primary school.The purpose of this study was to gain a deeper understanding of the potential use ofa mobile application that could be used to prevent bullying in primary school, andwhat would be the desired design characteristics for such a mobile application fromthe perspective of primary school students. The research questions that the studyintended to answer were: What suggestions do elementary school students have toprevent and deter bullying? How do primary school students perceive the potentialuse of a mobile application to prevent bullying? How do elementary school studentsdescribe the desired design features of a mobile application to prevent bullying? Inorder to gain a broader understanding of the research area, a literature study wasconducted on the phenomenon of bullying, the digital society and designing for theuser. In the study, the theoretical framework HMSAM was also applied. In order tosucceed in answering the study's research questions, the study took a qualitativeapproach where individual semi-structured interviews were conducted with eightprimary school students aged 15-17 years. Based on the study's discoveries togetherwith the framework's theories on user friendliness and usability, recommendationsemerged for a potential mobile application to prevent bullying, which can thus beseen as the answer to the study's three research questions.
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Artificial Intelligence for Graphical User Interface Design : Analysing stakeholder perspectives on AI integration in GUI development and essential characteristics for successful implementationHenriksson, Linda, Wingårdh, Anna January 2023 (has links)
In today's world, Artificial Intelligence (AI) has seamlessly integrated into ourdaily lives without us even realising it. We witness AI-driven innovations allaround us, subtly enhancing our routines and interactions. Ranging from Siri, Alexa, to Google Assistant, voice assistants have become prime examples of AI technology, assisting us with simple tasks and responding to our inquiries. As these once futuristic ideas have now become an indispensable part of our everyday reality, they also become relevant for the field of GUI. This thesis explores the views of stakeholders, such as designers, alumni, students and teachers, on the inevitable implementation of artificial intelligence(AI) into the graphical user interface (GUI) development. It aims to provide understanding on stakeholders thoughts and needs with the focus on two research questions: RQ1: What are the viewpoints of design stakeholders regarding using Artificial Intelligence tools into GUI development? And RQ2: What characteristics should be considered in including AI in GUI development? To collect data, the thesis will use A/B testing and question sessions. In the A/B testing, participants will watch two videos, one showing how to digitise asketch using an AI tool (Uizard) and the other showing how to do the samething using a traditional GUI design tool (Figma). Afterwards, the participants will answer questions about their experience regarding the two different ways to digitise a sketch. The study highlighted a generally positive outlook among the participating stakeholders. Students and alumni expressed more enthusiasm whereas experienced professionals and teachers were cautious yet open to AI integration. Concerns werevoiced regarding potential drawbacks, including limited control and issues of over-reliance. The findings underscored AI's potential to streamline tasks but also emphasised the need for manual intervention and raised questions about maintaining control and creative freedom. We hope this work serves as a valuable starting point for other researchers interested in exploring this topic.
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Designing an EV Charger & Battery Storage Unit : Adapted to Scandinavian Residential EnvironmentsHörnström, Linnea, Nilsson, Fredrik January 2023 (has links)
The global automotive industry is currently experiencing a shift as the sector converts from fossil fuels to electric vehicles (EVs). However, the existing infrastructure for EV charging is facing difficulties in meeting the growingdemand in terms of accessibility and technical performance. In response, companies such as Zpark EnergySystems are actively engaged in the development of chargers to cater to the needs of the next generationchargers. As part of their efforts, Zpark has introduced a new product segment specifically tailored to thegrowing market demand, by creating a fast charger for the residential market. This thesis aims to create anexterior design for the charger and battery storage unit (BSU) suited to Scandinavian residential environments.The project has been divided into three main focus areas. The first area concerns design where primarily formtheory, material science and ergonomics have been researched. To validate the theory which established thedesign elements and features of the charger and BSU, extensive user testing was performed. The second areaconcerns adaptation in terms of how the product design will suit the intended home market. Scandinavian-architecture, -design, -colours and -climate has been studied for this area. The final focus area concerns theinteraction between users and mainly the charger. Research has been conducted to explore the integration ofuser interactive features into the design. The usability of these features has also been thoroughly examinedthrough user testing. Which has been combined with theories related to colour, human-machine interaction, andform theory in order to create a user-friendly interaction experience.The project approach has been divided into the following steps; exploration, ideation, evaluation andimplementation. For the explore phase background theory to the project was researched and methods such asbenchmarking, white space analysis, customer journey, placement analysis, and user research were conductedto gain an understanding of the market and the current pain points. For the ideation phase the goal was togenerate a large number of design concepts for both the charger and BSU. This was achieved through variousinternal ideatios methods within the team as well as external methods at workshops. To narrow down betweenthe design concepts an evaluation matrix was used which resulted in a final concept that was brought forward tothe next project phase, namely the evaluation. The evaluation phase concerned testing the final conceptsthough user testing and making technical specifications according to theory. At the end of this stage a finaldesign was achieved where all details were specified and loose ends tied together. The last phase concerningimplementation was then performed in correlation with the specified design through producing digital 3Dvisualisations and creating an animation of the final designs.The project resulted in an exterior design for the charger as well as the BSU which fulfils the aims of the projectscope. The design incorporates the features found to be necessary in the background research. Further auser-friendly design was established through various user tests investigating the integrated features and revisingthem according to the user test results. Adaptation to the home market is achieved through customisablecolours and modularity of the BSU. The design incorporates the characteristics of Scandinavian design boththrough its form elements and by the use of materials which makes the charger and BSU suit a Scandinavianresidential environment in a visually cohesive and aesthetically pleasing way. / Fordonsindustrin genomgår en omfattande förändring då branschen konverterar från fossila bränslen tillelektriska fordon (EF). Branschen står inför utmaningar de kommande åren då den befintliga infrastrukturen förelbilsladdning har svårigheter att möta den ökande efterfrågan när det gäller tillgänglighet och tekniskprestanda. Därav är företag som Zpark Energy Systems aktiva i utvecklingen av innovativa laddare för atttillgodose dessa behov hos nästa generations laddare. I linje med deras satsningar har Zpark introducerat en nyproduktkategori specifikt anpassad till den växande marknadsefterfrågan genom att skapa en snabbladdaresom är skräddarsydd för bostadsmarknaden. Detta examensarbete syftar till att skapa en exteriör design försnabbladdaren samt tillhörande batterilagringsenhet (BLE) anpassad till Skandinavisk bostadsmiljö.Projektet har delats upp i fyra huvudsakliga fokusområden. Det första området centrerar kring design där främstformteori, materialvetenskap och ergonomi har studerats. För att validera teorin som designelement ochfunktioner för laddaren och BLE har baserats på så utfördes användartester. Det andra fokusområdet i projektetavser anpassning i form av hur produktens design ska anpassas till den avsedda bostadsmiljön. Teori gällandeskandinavisk arkitektur, design, färger och klimat har studerats för att skapa en akademisk grund för dettaområde. Det sista fokusområdet för projektet rör interaktionen mellan användare och främst laddaren.Användartester har genomförts för att utforska integrationen av interaktiva funktioner i designen och dessanvändbarhet. Detta har kombinerats med teorier relaterade till färgsättning, människa-maskin-interaktion ochformteori för att skapa en användarvänlig upplevelse under laddningsprocessen.Projektets tillvägagångssätt är uppdelat i tre huvudmoment: utforskning, idégenerering, utvärdering ochimplementering. Under utforskningsfasen undersöktes bakgrundsteori för projektet och metoder sombenchmarking, white space analysis, customer journey, placeringsanalys och användarstudier användes för attfå en förståelse för marknaden och befintliga utmaningar. Under idégenereringsfasen var målet att generera ettstort antal designkoncept för både laddare och BLE. Detta uppnåddes genom olika interna och externaidégenereringsmetoder och workshops. För att välja bland designkoncepten användes en utvärderingsmatrissom resulterade i ett slutgiltigt koncept vilket sedan togs vidare till nästa projektfas. Utvärderingsfaseninnefattade utvärdering av det valda design konceptet genom användartester och tekniska specifikationer enligtteorin. Vid slutet av denna fas uppnåddes en slutlig design där alla detaljer specificerades och lösa ändar knötsihop. Den sista fasen rör implementering och utfördes i enlighet med den specificerade designen genom attproducera digitala 3D-visualiseringar och skapa en animering av de slutgiltiga designerna.Projektet resulterade i en exteriör design för laddaren och BLE:n som uppfyller projektets mål: Designeninkluderar de funktioner som identifierats som nödvändiga i bakgrundsundersökningen. När det gällerfunktionaliteten skapades en användarvänlig design genom olika användartester som utvärderade deintegrerade funktionerna vilka reviderades utifrån resultatet i testerna. Anpassning till hemmamarknaden uppnåsgenom anpassningsbara färger och modularitet för BLE. Designen innehåller kännetecknen för skandinaviskdesign både genom sina formelement och genom användningen av material vilket gör att laddare och BSUpassar i en skandinavisk bostadsmiljö på ett estetiskt tilltalande sätt med hög funktionalitet.
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MaterialKit : Exploring digital materials that bring more of the world around us back to the interfaces in front of usWidua, Alexander January 2023 (has links)
The thesis aims to explore digital interface elements that inhibit physical properties from the real world. Using a material-centric thinking, which is both developed and sharpened throughout the process, different physical materials and their attributes are collected, evaluated and attempted to be carried over into a digital medium. The outcome of the project is a repository of digital interface elements that “respond to the world around them.” By leveraging the sensing capabilities of today’s smartphones, the elements react to physical input and change their visual expression and interactive behavior. This makes the interface, and the device, feel like a extension of reality and “more like a physical thing in the world.” The project aims to inspire and provoke other designers to think about their practice and craft in the field of digital interface and interaction design.
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Exploring cognitive biases in voice-based virtual assistantsKhofman, Anna January 2023 (has links)
This paper investigates the conversational capabilities of voice-controlled virtual assistants with respect to biased questions and answers. Three commercial virtual assistants (Google Assistant, Alexa and Siri) are tested for the presence of three cognitive biases (wording, framing and confirmation) in the answers given. The results show that all assistants are susceptible to wording and framing biases to varying degrees, and have limited ability to recognise questions designed to induce cognitive biases. The paper describes the different response strategies available to voice user interfaces, the differences between them, and discusses the role of strategy in relation to biased content.
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Hjärnstimulans för lärande i VR - en inblick i framtiden för lärande i VRRamsberg, Elias, Edlund, Erik January 2023 (has links)
Genom att analysera tidigare försök till effektivt digitalt lärande och problem som hör därtill så spekulerar vi kring hur detta forskningsområde och denna designyta kan utvecklas i framtiden. Vi simulerar upplevelsen av att studera och lära sig i ett riktigt klassrum, under riktiga omständigheter, virtuellt. I undersökningen har deltagarna fått möjlighet att testa på att, med hjälp av ett VR-headset och applikationen utvecklad i undersökningens syfte, se på två olika videor. Applikationen låter dig se och lyssna på en lektion eller video i ett rum som simulerar ett riktigt klassrum, och kombinerar de digitala funktionerna av att spela in, pausa och hoppa i tidslinjen av innehållet simultant till det fysiska mediet av att klottra. Resultaten visar på att deltagarna kommit ihåg mer information under tiden de fått möjligheten att klottra än de gjorde i samma upplevelse utan ett simulerat fysiskt medium, oavsett innehållet av klottrandet eller vad det har föreställt. / By analyzing past attempts at streamlined digital teaching and learning, and the problems therewith, we speculate as to the future of this field and the path of its development. We simulate the experience of studying and learning in a real classroom, under real circumstances, virtually. Participants have been given the opportunity to, with the help of a VR-headset and the application developed for the purpose of this research, look at two separate videos. The application allows you to watch and listen to a lesson or a video in a room simulating a real classroom, and it combines the digital functionality of recording, pausing and jumping in the timeline of the content, while simultaneously being offered the physical medium of doodling. Results show that participants have had a better recollection of the content during which they were doodling than that during which they were not, regardless of the content of the doodling or what it depicts.
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Effortless Charging: Enhancing Usability in Electric Car Mobile ApplicationsAringskog, Frida January 2023 (has links)
In recent years, there has been an increased interest in the environment, and various efforts has been made in order to reduce human impact upon the planet. One such effort is transitioning the transport industry from using fossil-fuels to more sustainable fuels, such as electricity. This has led to a heightened interest in electric vehicles. Although electric vehicles have risen in popularity, they still face some challenges. One of these challenges is the lack of charging stations, and the hassle of charging the car. The complicated charging experience has even been expressed as a barrier, making some people hesitant to buy an electric vehicle. This calls for making the charging experience more intuitive and easy. One possible way to achieve this is by providing the drivers of electric vehicles with complementary tools, such as mobile applications, to aid them with charging. However, for these tools to be effective, it is important that they are designed with usability in mind. The focus of this thesis is enhancing usability in mobile applications for charging stations. In order to achieve this, a mobile application called Greencharge Infra is used as a case. The current design of this application is evaluated using Nielsen’s 10 heuristics of usability. Additionally, a user survey is sent out to representative users in order to better understand the user needs in these kinds of applications. Based on the findings from the evaluation and the user survey, and knowledge from established usability principles, a redesigned application is proposed. This proposal is later tested on representative users to ensure that the new design is living up to usability expectations. During the test, five criteria of usability are evaluated, these are efficiency, errors, satisfaction, memorability and learnability. The usability test result show that the new design of the application was efficient, induced few errors, was pleasant to use, and easy to learn. Therefore, the overall result of this thesis indicates that applying principles of usability in a real world case does work. The research has also led to wider understanding of how crucial usability is in mobile applications for charging stations.
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Exploring the Future of Movie Recommendations : Increasing User Satisfaction using Generative Artificial Intelligence Conversational AgentsBennmarker, Signe January 2023 (has links)
This thesis explores potential strategies to enhance user control and satisfaction within the movie selection process, with a particular focus on the utilization of conversational generative artificial intelligence, such as ChatGPT, for personalized movie recommendations. The study adopts a qualitative user-centered design thinking approach, aiming to compre-hensively understand user needs, goals, and behavior. In-depth interviews were conducted, utilizing the "Thinking aloud"method and trigger materials to elicit rich user feedback. Participants interacted with ChatGPT and various prototypes, providing valuable insights into their experiences. The study found that participants felt more in control when given the opportunity to specify wishes. In addition, the users found that the experience of receiving recommendations through ChatGPT was more satisfying than their usual way of receiving recommendations for movies. Furthermore, participants expressed a desire for additional information about recommended movies and more novel suggestions. The prototypes, designed as triggers for user feedback, were generally well-received, providing an engaging and fun user experience. Despite some participants expressing challenges in specifying movie choices based on an emotion, this new approach to movie selection was viewed positively. Despite limitations concerning the study’s validity, reliability, and testing situation, the findings suggest the potential of generative artificial intelligence conversational agents in enhancing the movie selection process. It is concluded that iterative design improvements and further research is necessary to fully leverage the potential of natural language processing technologies in recommendation systems. The study serves as a preliminary investigation into improving movie recommendations using generative artificial intelligence and offers valuable insights for future developments.
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