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Development of digital sales processes with help of the See-Think-Do-Care modelYlitalo, Frida January 2021 (has links)
Digital commerce is a natural part of our everyday life. To fast and easily be able to make purchases from our home without stress has become a matter of course for us. But the new way to make purchases places new demands on the sales, not least at the important customer meeting. The interaction between customer and seller disappears completely and known marketing methods must be adapted to the new conditions. How does the customer journey change when the step from discovering a product to buying it is just a few clicks away? The study aims to investigate and develop a digital sales process for a mobile game aimed for children. The process is based on the marketing framework See-Think-Do-Care and tries to answer questions like which components are needed in a sales flow? How can a product be adapted to different types of users and can UX design be used to get interested customers to buy the product? The method is divided into two different sections. One section for evaluating the chosen marketing framework and another for the development of the sales process. The development of the sales process was made stepwise by prototypes in different degrees of fidelity. The first part of the result ended up in the implementation of the marketing framework, a developed customer journey, and a compilation of ten guidelines to adhere to for increasing the conversion of new customers. The sales flow was then developed step by step from only showing the routing to be a clickable solution similar to the intended end product. The di↵erent prototypes were evaluated by user testing and it was shown that the largest problem was not to make users understand the sales flow, it was to make them understand the actual product. The hope is that the result of the study will be able to be tested in production and be used in the real sales of the product.
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An investigation of relationship between Professional fitness trainers and usage of social platforms; Facebook, Instagram, Twitter and YouTubeKhan, Reem January 2020 (has links)
This study aims to investigate how professional fitness trainers use four different social platforms; Facebook, Instagram, Twitter and YouTube professionally and what type of content they create. It also explores the specific aspects of each social platform in terms of features or general perception that affect how professional fitness trainers experience them and use them in their professional practice. The qualitative study revealed that professional fitness trainers use all social platforms professionally; to build and sustain their social media community, to educate themselves with fitness knowledge, to make social connections and to advertise themselves as expert fitness trainers. The qualitative study also revealed the unique features of each social platform and how professional fitness trainers engage with same activities differently from one platform to another. The findings support the use of social platforms for fitness purpose professionally and can also inform the design of technology that uses social media to help people stay fit and share fitness information.
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UI of Search on Video Assets: Development of Advanced FeaturesHeimdahl, Oscar January 2021 (has links)
In the cloud based video post-production industry, video files possessing large amounts of metadata is very common. When working with such files, a search interface with functionality that takes advantage of this data, with functions such as filtering, creating specific queries, and searching for the videos content, could greatly increase the ease of use of handling a large amount of files. In this thesis a high fidelity prototype is developed of a search feature on said video assets in a web-based video platform. The prototyping process consisted of iteratively designing prototypes with more and more fidelity, with design choices supported by user testing and expert evaluation. A total of three different design-iterations were made, one of low, medium and high fidelity, as well as a proof of concept for the creation of search tags. Each iteration was based on the result of the testing and evaluation of the previous iteration. The final prototype features a faceted search system of checkboxes and search tags for different video properties, that was well received by user tests and evaluation alike. The faceted search was found to be very efficient and easy to use for this application. The search tags was well understood and showed potential for ”pro functionality” as the interface becomes more complex and more features are added, they were in the current design however, arguably not needed as users preferred to use other parts of the interface. The overall layout of the design was also found to potentially require a redesign, depending of the kind of metadata present in a real world scenario, to fit the faceted search which dynamically change with the availability of metadata on the files. / I den molnbaserade post-production industrin för video, är videofiler med stora mängder metadata väldigt vanligt. När man arbetar med sådana filer kan ett sökgränssnitt med funktionalitet som utnyttjar denna data, med funktioner som filtrering, skapande av specifika sökfrågor och sökande efter videons innehåll, avsevärt öka användarvänligheten för att hantera en stor mängd filer. I denna uppsats utvecklas en high-fidelity prototyp för en sökfunktion på video filer i en webbaserad videoplattform. Prototypprocessen bestod av att iterativt designa prototyper med högre och högre fidelity, med designval som stöttades av användartestning och expertutvärdering. Totalt gjordes tre olika design- iterationer, en med låg, medelhög och hög fidelity, samt ett proof of concept för skapandet av söktaggar. Varje iteration baserades på resultatet av testningen och utvärderingen av den tidigare iterationen. Den slutgiltiga prototypen har ett facetterat söksystem med kryssrutor och söktaggar för olika videoegenskaper, som togs emot väl av både användartester och utvärdering. Den facetterade sökningen visade sig vara mycket effektiv och lätt att använda för den här tillämpningen. Söktaggarna var väl förstådda och visade potential för ”pro- funktionalitet” då gränssnittet blir mer komplext och fler funktioner lades till, dock i den nuvarande designen, kan de anses oanvändbara eftersom användare föredrog att använda andra delar av gränssnittet istället. Designensövergripande layout visade sig också potentiellt kräva en omdesign, beroende på vilken typ av metadata som finns i ett verkligt scenario, för att få plats med hela facetterade sökningen som dynamiskt ändrar sig med tillgängligheten av meta-data på filerna.
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Designing eHMI for trucks : How to convey the truck’s automated driving mode to pedestrians / Design av eHMI för lastbilar : Hur man förmedlar lastbilens automatiserade körläge till fotgängareDauti, Dardan January 2021 (has links)
If automated vehicles are to be introduced on public roads, they need to be able to communicate appropriately with other road users. This can be done using various interfaces and by communicating various messages. Previous research has mainly investigated design of such communication for automated passenger cars. It is, however, currently largely unknown how corresponding communi- cation should be designed for heavy automated vehicles. Scania and RISE are collaborating in a research project on what signals need to be displayed for heavy automated vehicles when they get introduced to public roads. This thesis focuses on design of an external human-machine interface (eHMI) that conveys that a truck is operated in automated driving mode. It explored various types of message contents (abstract lights, text, symbols) as well as the effect of placement of eHMI (grille, under windshield, above windshield) and distance on understanding of the message. The emphasis was on the communi- cation to pedestrians in a crossing scenario. The thesis work was split into three design iterations according to the ”De- sign Thinking” methodology. The first iteration investigated the most preferred content types. The second investigated the effect that the screen placement on the truck had on the comprehensibility of the sign with regards to distance. The third and last iteration meant creating physical prototypes of low fidelity corresponding to the concepts from the second iteration, installing them on a truck and then evaluating them on a test track. The final evaluation was of an exploitative character and involved experts in the field of HMI design. The results showed that it was hard to interpret signals based on colors and abstract lights only. Symbols were also hard to interpret and should only be used when there is a standard for symbols for automated vehicles. Using text, on the other hand, made the message more clear and was easier to understand independently of the distance. As for the placement of the eHMI, the results show that there are preferences to using the middle and upper part of the truck.
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Visualising the Digital Landscape at Inter IKEA : A User-centred Approach to Data VisualisationIngelsten, Olof January 2023 (has links)
This thesis presents a user-centred approach to data visualisation through a design project in collaboration with Inter IKEA Älmhult. Interaction Design is often included at the end of visualisation processes, but how could Interaction Design be included to affect the entire design process? The design presented here shows how approaching complex datasets from user perspectives allows Interaction Designers to contextualise data and design interactions that empower users. This was done by designing a proof-of- concept visualisation that displayed an overview of Inter IKEA’s digital solution landscape. As a result of the design process, a discussion of governance, employee ethics, data management, and accountability was brought up. The implication of a user-centred visualisation design for companies is better awareness of democratic data access and more efficient internal processes. The implication for Interaction Design is a future design space that encompasses Data Visualisation, Interactive Visualisations, and Software Development Governance.
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ChatGPT as a Software Development Tool : The Future of DevelopmentHörnemalm, Adam January 2023 (has links)
The purpose of this master’s thesis was to research and evaluate how ChatGPT can be used as a tool in software developers’ daily work activities. In order to do this, the thesis was conducted in two phases, the initial exploration phase and the data collection phase. In the initial exploration phase, five senior-level developers were interviewed about their day-to-day work, opinions of generative AI, and the profession of software developers as a whole. From these interviews, a theoretical foundation for software development was formed, categorizing the daily work tasks of a software developer into either coding, communication, or planning. This theoretical foundation was then used as the basis for the tasks and interviews used during the data collection phase. In the data collection phase, seven developers, ranging from students to industry veterans, were asked to complete a set of representative tasks with the help of ChatGPT and afterward participate in an interview. The tasks were based upon the theoretical foundation of software development and aimed to serve as representative tasks that software developers have to do in their day-to-day work. Based on the tasks and interviews it was found that the use of ChatGPT did in fact help make software developers more effective when it came to coding and planning-based tasks, but not without risk since it was shown that junior developers trusted and relied more on the answers given by ChatGPT. Although ChatGPT showed a positive effect, the tooling still needs improvement, since the developers had trouble with the text formatting when completing communication-based tasks, as well as them expressing a desire for the tooling to be more integrated. However, this desire was not unexpected, since all of the developers involved showed interest in working with generative AI tooling for work-related tasks in the future.
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Digital Elements in the TRPG : Using a digital medium to add gameplay to the character sheetOlsson, Adam January 2022 (has links)
The TRPG is an incredibly varied genre. Not only are there a lot of different games in it, the way these games are played varies from player to player and even moment to moment within the game itself. Digital adaptations of TRPGs usually sacrifice this capability to bend the rules. A digital character sheet is developed specifically to gain the benefits of digital media without losing this rule flexibility. The artifact is tested in a session of DND and found to have expressive benefits over a traditional character sheet. However, the artifact fundamentally clashes with some aspects of DND, and it is concluded that for further development a game designed to utilize the artifact is needed.
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A Framework for the Ethical Integration of Extended Reality InProduction Training : Considerations For SMEs in The ManufacturingIndustryChikweya, Tatenda Innocent January 2023 (has links)
Extended Reality (XR) technologies, including virtual reality (VR), mixed reality (MR) and augmented reality (AR), are increasingly being integrated into production training across various industries. As XR becomes more prevalent, ethical considerations surrounding its implementation become important. This research aims to explore the ethical dimensions of XR in production training, with a specific purpose of identifying potential ethical issues that may arise with the use of XR in production training.. The study then proposes a guiding framework that encompasses pre-adoption, adoption, and usage stages of XR implementation, addressing key ethical concerns and offering practical guidelines for organisations, particularly small and medium-sized enterprises (SMEs), in the manufacturing industry. The research methodology involves a systematic review of existing literature on XR development, the need for production training and the ethics of XR. It also incorporates qualitative interviews with industry experts and practitioners to gather insights on the challenges and opportunities related to ethical XR implementation. The findings highlight the importance of appointing a champion for XR use cases, conducting risk assessments, establishing clear guidelines and policies, training trainers on ethical considerations, selecting appropriate XR devices, designing simulations with user experience in mind, obtaining informed consent, and monitoring employee well-being. The implications of this research extend beyond manufacturing industry SMEs, as the proposed framework can be applied to other businesses utilising XR for training purposes. By integrating ethical considerations and promoting user involvement in XR implementation, organisations can unlock the full potential of XR technologies while ensuring inclusivity, equal opportunities, and ethical practices. This research contributes to the growing body of knowledge on XR ethics and offers practical guidance for practitioners and decision-makers in leveraging XR for production training in an ethical and inclusive manner.
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cARcassonne for Hololens 2 - Improving UX through UIWilken, Kevin Bjørn Roulund January 2023 (has links)
This paper aims to improve the UX of the AR game cARcassonne for the Hololens 2 by making changes to its UI. Previous research and existing games are analyzed to determine the changes to the UI. A questionnaire is developed using said research as well as research of other UX measuring methods such as the GEQ and UPEQ. The results show an increase in UX, but also that the AR game has problems for new users. It is discussed that UI is actually not the main problem in the UX, but rather the technology of the Hololens 2.
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Digitalizing Football Referee Note-TakingTjärnhage, Anja January 2023 (has links)
Football is the world’s biggest sport, and every match requires a referee who is responsible for interpreting and enforcing the Laws of the Game. In Sweden, an area for improvement for referees is the user experience of the administration tool used to collect data about matches. By enhancing existing tools and systems, there is potential for greater efficiency and ease of use in administrative tasks performed by the referee. By following the Double Diamond Model of Design, this study investigated a suitable way to design an interface for referees covering the activities they perform in conjunction with a match, including the administrative part of match reporting. In the first phase, Discover, information about the referee’s activities, pain points, and wants was collected through interviews and an observation. The data was then organised and analysed in the Define phase, through affinity diagramming and by creating a current state map. In the Develop phase, different interface solutions to the identified activities and issues were explored through a Crazy 8 session. Lastly, the final Deliver phase consisted of three iterations of creating prototypes, which were evaluated through usability testing, a design critique, and a final user test. The major pain point that was identified during the study’s first two phases was filling out the referee match report in the administrative system after each match based on the notes taken during it. Additional activities and aspects were also discovered that had an impact on the design concept for a smartphone. The design proposal consisted of three parts: (1) a referee feed, including information that might be relevant to the referee when preparing for a match; (2) a reporting tool for reporting events, in which it would be possible to report them live during the match instead of after it; and (3) the option to give feedback on the players, coaches, and supporters. While the reporting of penalty misses was discovered to need further consideration, testing mainly resulted in positive feedback about the concept and design, specifically because it removed a major pain point in their work after the match, thus indicating that it serves its purpose and could be used in a first launch of the product. One interesting finding was the perception of the mobile device and how it affects the overall solution. Although the screen size of a smartphone offers more potential design solutions and functionalities, referees feel it might be unprofessional to carry a phone onto the pitch. / Fotboll är världens största sport, och varje match kräver en domare som ansvarar för att tolka och upprätthålla spelreglerna. Ett förbättringsområde för domare i Sverige är användarupplevelsen i det administreringsverktyg som används för att samla in data om matcher. Genom att förbättra befintliga verktyg och system finns det potential för större effektivitet och användarvänlighet i de administrativa uppgifter som domaren utför. Genom att följa metoden Double Diamond undersöktes i denna studie ett lämpligt sätt att designa ett gränssnitt för domare, som täcker de aktiviteter de behöver utföra i samband med match, inklusive den administrativa delen av matchrapporteringen. I den första fasen, Discover, samlades data in om domarens aktiviteter, behov och önskemål, genom intervjuer och en observation. Informationen organiserades och analyserades sedan i Define-fasen, genom affinity diagramming och skapandet av en current state map. I Develop-fasen utforskades olika gränssnittslösningar för de identifierade aktiviteterna och problemen genom en Crazy 8-session. Slutligen bestod den sista Deliver-fasen av tre iterationer med skapande av prototyper, som utvärderades genom användbarhetstester, en design critique och ett slutligt användartest. Det största problemet som identifierades under studiens två första faser var att fylla i matchrapporten i administreringsverktyget efter varje match, baserat på anteckningarna som skrivits under den. Fler aktiviteter och aspekter identifierades också som hade en inverkan på designförslaget för smartphone. Det framtagna designförslaget bestod av tre delar: (1) ett domarflöde innehållande information som kan vara relevant för domaren när hen förbereder sig för en match, (2) ett domarverktyg för att rapportera händelser, i vilket det är möjligt att rapportera dessa live under matchen i stället för efter den, och (3) möjligheten att ge feedback om spelarna, tränarna och supportrarna. Medan hanteringen för att rapportera in straffmissar behöver utredas mer, resulterade testerna främst i positiv feedback gällande konceptet och designen, framför allt då det underlättade arbetet med matchrapporten efter matchen, vilket tyder på att den tjänar sitt syfte och kan användas vid en första lansering av produkten. En intressant iakttagelse var uppfattningen och synen av mobilenheten och hur den påverkar den övergripande lösningen. Även om skärmstorleken på en smartphone erbjuder fler potentiella designlösningar och funktioner, kan domare tycka att det känns oprofessionellt att bära med sig en telefon på planen.
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