Spelling suggestions: "subject:"mänskliga interaktion med IKT""
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Informationsvisualisering av bokningsstatistik över en kontorsmiljöBrzeskot Ganning, Eliasz January 2020 (has links)
Detta projekt har blivit utfört i samarbete med Senion AB för att ta fram en pappersrapport som presenterar information över bokningsdata för ett kontorsmiljös användning. Projektet har bestått av två övergripande delar. Första delen bestod av att utveckla en metod för att samla och formatera bokningsdata tillhandahållen från en av Senions kunders kontor. Andra delen bestod av att visualisera informationen härledd från den data som blev framtagen från första delen. Den informationsvisualisering som designades testades i användartester för att få djupare insikt i vad som är effektiv presentation av detta projekts bokningsdata. Användartesterna gav insikt i vilka representationer som fungerade bra och hur vissa kan bli korrigerade till det bättre. De kvantitativa mätningarna hade ingen statistisk signifikans så diskussionen av resultatet är huvudsakligen centrerad kring de kvalitativa mätningarna. Baserat på resultat av tänka-högt och semi-strukturerade intervjuer så diskuteras fördelen med några multimodala visualiseringar, stapeldiagram och tilltalande visualiserings estetik. Projektet har också presenterat vikten av att informationsvisualisering gynnas av att vara grundad i kognitionsvetenskapliga principer om perception och uppmärksamhet. Vidare så belyser texten hur användarcentrerad informationsvisualisering kräver starkare empiriska grunder och standardiserade mått för att testa kvalitet och effektivitet.
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Valuable Visuals : Defining a design space for presenting medical resultsÖhlund, Linnea January 2020 (has links)
Information visualization aims at creating visually concrete representations of big and abstract data. Research shows that the subject has good potential when it comes to conveying information within many various sectors. However, there is a scarce range of research defining a design space for information visualization tools with the aim of trying to convey clear and true information that is completely understandable for many different target groups with varying educational background, cognitive state, etc. To explore the gap of such design and the potential that information visualization has towards it, a study was conducted to gather the experience of healthcare practitioners with various experience of examining and presenting results to patients with a certain condition. To gather their opinions and thoughts, semi-structured interviews were used and from the results, four defined design aspects emerged. These four emerged design aspects have potential to work as a base when designing a future design concept.
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Virtual Activity Becomes Visible - ICT Users in Public PlacesGeratz, Elke January 2013 (has links)
Whether utilizing our smartphones for navigation or skyping our friend on our way, the use of ICTs affects the way that we walk through and stay in public places. "Dancing" mobile phone users are only one example of this. Their virtual activity becomes visible in public places. This master thesis is about contemporary demands on public space imposed by the new ICT generation, and aims to explore ethe behaviour of ICT users in public places. Therefore, it investigates the question of how the use of ICTs affects the way that people use public places and whar that means for urban planning. To this end, the thesis combines a literature review with an empirical study on the Münsterplatz in Bonn, Germany. The interviews and observations from this case study identified examples of characteristics of ICT users that are described in the literature; however, they also revealed new insights. Therefore, the thesis contributes to a greater understanding of the behaviour and demands of ICT users in public places and identifies ICT users as one user group, out-of-many, with specific demands on public space.
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A provocation around the ethics in human-conversational agent relationships : A contribution to an ethically responsible future between humans and conversational agentsBachmann, 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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Tradition or Technology? An Ethnographic Study of Whiteboard Usage and Digitalization at Swedish Equestrian CentersVestergren, Malin January 2023 (has links)
Digitalization has spread to affect many aspects of our lives but it has yet to fully engage equestrians. Many stables still extensively use the traditional whiteboard in combination with digital technologies. Is it because digital technologies are not designed with the unique needs of an equestrian? Since research in this area is lacking, this study describes the daily conventions around the traditional whiteboard and the complementary use of digital technology, while exploring equestrians’ attitudes toward digitalization. Ethnographic methods of participant observation and group interviews were conducted at two large equestrian centers in Sweden, and the informants were a mix of horse owners, stable owners, stable staff, and riding school students. The results show that whiteboards are used to communicate and collaborative planning, but there is a problem of not noticing new handwritten information. Informants are hesitant toward incorporating new digital technologies because they worry about limitations, and some are content with the current traditional conventions - even if they employ many workarounds to issues related to the traditional way. The study also contributes toward a broader understanding of how future digital technologies can be designed in the unique setting of a stable, and the importance of a thorough understanding of users.
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Integrating ChatGPT into the UX Design Process : Ideation and Prototyping with LLMsEkvall, Hubert, Winnberg, Patrik January 2023 (has links)
This paper presents an exploratory work on using Large Language Models (LLM) in User Experience (UX) design. Previous research shows that UX designers struggle to envision novel designs and to prototype with AI as a design material. We set out to investigate the question of how designers can be sensitized to LLMs, and their implications for the professional role of UX designers. Using autobiographical design, we develop a prototype of a digital workspace (the “PromptBoard”) for designing and prototyping chatbots utilizing ChatGPT. A design sprint workshop with six participants is performed, in an effort to answer the research questions by working with the PromptBoard. Discussions and participant-designed artifacts are analysed using thematic analysis. Findings include that participants are able to express design ideas and successfully create chatbots using the tool but express a conflicting sense of lacking creativity or ownership of the results. Implications to the field of UX design are discussed.
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Journey Towards Independence : Exploring the Potential of Autonomous Buses in Supporting Independence of Children with Mild Cognitive ImpairmentsMeng, Lulu January 2023 (has links)
The independence of children with cognitive impairments is vital for successful social integration. As emerging technological advancements, autonomous buses possess significant potential in this regard. The study aims to investigate the potential of autonomous buses to support children with mild cognitive impairments in attaining increased independence during their travels. To achieve this goal, two studies were conducted to gather comprehensive data: an analysis of videos provided by the ASALL project and a focus group study involving Skelleftea municipality workers. The study findings shed light on the challenges and needs of children with cognitive impairments during their trips and offer suggestions for how autonomous buses could provide support to increase their independence. It also highlights the importance of considering human factors while designing technology products and emphasizes the need for coordinated efforts combining technological and human support to enhance the independence of children with cognitive impairments. In addition, insights from people familiar with children with cognitive impairments can provide valuable guidance to researchers and designers when creating other technology products.
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ADOLESCENTS IN CONTROL : Promoting Adolescents Autonomy in Parental Control ApplicationsLundberg, Julia, Marklund, Oskar January 2023 (has links)
Parental control applications were introduced to regulate and avoid the negative effects of adolescents’ technology usage. However, parental control apps lack focus on promoting adolescents' autonomy and parent-adolescent collaboration. Therefore, the aim of this paper is to research how parental control apps can be designed to support adolescents’ development towards adulthood and to enhance the active participation from both parties. The research was conducted by interviewing parents (N=7) in which a provocative prototype was used to prime discussions around the topic. This study generated five design implications which are parent-adolescent collaboration, communication support for parental understanding, communication support customized for different cultures, incentivizing healthier habits, and adapting the design for different literacy levels. These implications were extracted from the results which show that parents respect their adolescent’s digital privacy and autonomy. However, there are indications that although parents value insight into their adolescent’s online activities, they are concerned about the infringement of their privacy. Our results suggest that parent-adolescent collaboration is essential for meeting the requirements of parents and adolescents. We conclude that parental control apps could be designed in alternative ways with less focus on surveillance functionality and instead strive for aspects of collaboration, communication, and autonomy.
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Multiplayer Functionality In HRTF (Head-Related Transfer Function) Audio Games To Increase Players' InterestAli, Saad January 2022 (has links)
Mainstream video games retain players' interest with dynamic updates of graphics such as game characters, levels, themes and other game inventory items. For visually impaired players, updates in graphics for player retention are not very efficient. Video games for people with serious visual impairment rely heavily on audio. The players are presented with either frequent audio instructions or 3D audio to be able to roughly judge the state of the game. In both cases, the players could either overwhelmed by frequent audio instructions or might lose interest in the game after some time. A possible reason could be that there are limited ways to evolve these games to keep the players interested as compared to games developed for sighted players. Multiplayer functionality can potentially bring a continuous stream of challenges and competitive situations in games. The research question investigated in this thesis focuses on whether the addition of multiplayer functionality in 3D audio game will increase the level of player interest. The hypothesis was evaluated by performing an experiment. The results of the study showed that multiplayer functionality can significantly increase the level of player interest and enjoyment in 3D audio based game for people with serious visual impairment.
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Participatory Design Adapted for Elderly Collaborators : Design of a Platform to Support Elderly Museum VolunteersAranda Avila, Fermin January 2023 (has links)
The thesis purpose is to gather recommendations to adapt participatory design to elderly users, through the involvement of an association of elderly museum volunteers. The outcome is the result of a participatory process that included forms, interviews, cultural probes, and workshops where the volunteers and designer collaborated tightly to explore volunteers’ needs and find solutions to address them. This process led to the design of a platform that empowers volunteers' work and recognizes its value. The platform includes sections managed by the volunteers to archive information about the museum pieces, share organized activities, and receive feedback from visitors to improve their work.
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