Spelling suggestions: "subject:"mänskliga interaktion med IKT""
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Walk with me : An iterative design process involving senior citizens in the making of a persuasive eHealth systemDedinja, Semra January 2019 (has links)
Digitization of data offers more opportunities for future health and medicine care due to the availability of information technology in our everyday lives. Several studies have provided us with insights in designing persuasive eHealth services, but only a few studies have investigated the design of a persuasive eHealth application by using presently available smartphones and while including the target group. By pursuing an iterative design process, three smartphone application prototypes were created and tested with senior citizens by using cognitive walkthroughs, use case scenarios and semi-structured interviews. The results indicated that the target group involvement had positive influences on the design of the prototypes, with user insights uncovering setbacks and opportunities in the design. Thus, the study presents a set of primary characteristics for designing a persuasive eHealth application to be usable with smartphones and how the iterative design process with the involvement of senior citizens shaped the design.
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Introducing Deache mouse : An alternative computer mouse design for people with fine motor skill impairmentsKim, Na-Hyun January 2019 (has links)
No description available.
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Dark patterns – An end user perspectiveMaier, Maximilian January 2019 (has links)
Technology has become ubiquitous in people’s everyday life. The number of websites and mobile applications available is growing, but so are various persuasive approaches to influence human behavior and decision-making in online environments. While designing for persuasion has many potential benefits, recent years have revealed different deceptive design techniques that utilize the understanding of psychological principles to nudge people in a desired direction. This thesis outlines and explores this phenomenon known as dark patterns, which favors business goals over user values. Practitioners have laid out many deceiving design strategies in the past, but it remains unclear how the end user perceives and experiences them. Therefore, a qualitative method approach was chosen to study the end users’ perspectives on the subject. The analysis of the data shows that even though there was some awareness, many manipulative techniques were unknown. Participants blame the businesses, remark however to be partly responsible for their own fate. In addition, the acceptability of such techniques shifts depending on the respective dark pattern.
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”Det är inte genusstyrt hur duktig man kan vara med digitala verktyg” : En studie om användningen av digitala verktyg i förskolan sett ur ett genusperspektiv / ”How digitally skilled you are is never a question of gender” : A study about the use of digital devices in preeschool from a gender perspectiveSöderholm, Nina January 2019 (has links)
Denna studie har som syfte att undersöka digitala verktyg ur ett genusperspektiv, hur pedagogerna förhåller sig till dessa två områden och hur genus konstrueras i mötet med de digitala verktygen. I studien har utgångspunkten varit forskning kring genusordning och socialkonstruktionismen som innebär att vi lär av och med varandra och att olika strukturer och normer påverkat vårat förhållningssätt till genus. Denna studie har grundat sig i intervjuer av sex personer och två observationstillfällen. Resultatet visade att det råder viss osäkerhet kring användningen av digitala verktyg vilket bidrar till en svårighet att använda dessa verktyg i genusarbetet. Pedagogerna visar på ett medvetet tänk kring genus genom intervjuerna men som i praktiken ibland faller i glömska, här kan tidigare erfarenheter styra hur de handlar. Resultatet visar hur det kan skilja sig i den digitala världen och den fysiska miljön i verksamheten. Avsaknaden av kompetens kring digitala verktyg gjorde att några av pedagogerna ansåg att de hade större nytta av en extra personal istället för att köpa in digitala verktyg.
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Augmented Exploration : Travelling through unknown realitiesHerr, Maximilian January 2019 (has links)
This is a project exploring a possible future of embedded mobile augmented reality services in people's daily routine. The project was conduct- ed at Umeå Institute of Design as a MFA Thesis in Interaction Design. The constant development of technologies along- side with society’s increased usage of the mobile phone makes this medium more and more inter- esting amongst all age groups. The existing solu- tions focus on ways of communicating through short time interactions as well as on gameplays with a focus on storytelling. So far, these existing solutions are rarely implementing a service aspect for people's daily routine. The mobile augmented reality technology has the power to serve a variety of purposes, which are for now, not discovered. This lack of exploration creates challenges for the market and the user which leads to discourage in that medium. To understand the needs of the people and the language of the technology, I immersed myself into the augmentation of realities and conducted a thorough research with conversations with the target group and experts in the field, opportunity evaluations, and concepts testing. The insights gathered during the research brought the conclu- sion that the medium has the power to transfer knowledge by having the user experiencing rath- er than observing. This increases the chances of understanding and participating with information. This is why the project’s goal is to form a mobile AR service example, where the user feels motivat- ed to engage with their surroundings in their daily routine. The final outcome of the project consists of a plat- form which allows the user to explore the history of their current location. The platform is clustered in two areas. On the one hand a content library gathers information about explored locations. This information is displayed through a list and detail view of written information as well as through an immersive gallery. This gives the user the oppor- tunity to easily explore and share their discoveries with their communities. On the other hand an interactive map as well as a lens filter enables the user during their exploration to discover the infor- mation. Based on a data preview visualisation the user is able to create their own contextual digital gallery. This experience motivates the user to easily start discovering their location as well as building up routines based on that kind of interaction. This new service showcases possibilities to design for mobile AR as well as strengthen the relation be- tween the users and their environment.
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An educational programming environment for the Swedish schoolLisa, Lundgren January 2018 (has links)
Programming is currently being introduced as an obligatory part of the K-9 education in Sweden with the aim to strengthen pupils’ digital competence and prepare them with skills adapt for the 21st century. The challenge is now to successfully integrate programming as a tool for teaching and learning within existing practices. Teachers are expected to support their pupils learning about programming despite their own limited chance to acquire knowledge on the subject. The Swedish National Agency for Education (Skolverket)has given some guidance but research on this area is rather limited and a lot is left to the teachers to decide and educate themselves in. Educational programming environments (EPEs), especially aimed at novices, can support teachers in this integration but needs to be suitable for the objectives from the Swedish school to not unintentionally direct the way teaching is done. This study aims to answer how an EPE should be designed to fit within the Swedish school context with a focus on the teachers’ perspective. To study this, seven interviews were conducted with educators in middle school with experience of working with programming in the classroom, followed by two observations during lectures with EPEs. The results provided implications that were used to form design guidelines for an EPE aimed at the Swedish school.
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Revealing the secret pieces of the puzzle : Studying the hidden influences of agile development context on user-centered designLaanpere, Jaak January 2018 (has links)
In a world dominated by digital technologies, user-centered design aims to ensure that the users are catered with solutions that deal with their needs. As agile methods have become a prevalent approach in software development, it is crucial for the two disciplines to work together. However, existing studies have already presented incompatibilities between the methods of the two disciplines. This study intends to investigate the impact that agile principles have on the adoption of user-centered approach on a broader scale through the many parties involved in the process. By conducting interviews with practitioners and interpreting the results through the lens of Engeström’s activity system model, the findings of the study reveal significant influences imposed on the user-centered approach by external and organizational factors that are intensified by the agile principles. Three main areas of concern are identified and accompanied by broad suggestions on how to approach resolving them, focusing on the empowerment of UX designers, accurate deliberation of the intentions and practices of user-centered approach, and close collaboration to raise awareness of the benefits of user-centered approach. Lastly, it is emphasized that the identified areas of concern – primarily the problematic impact from clients and executives – need further extensive research to provide definitive solutions.
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SitLight : a Wearable Intervention for Improving Sitting BehaviorSoltani Nejad, Farideh January 2018 (has links)
Various studies have taken different approaches to persuade users into adopting a healthy sitting posture. In addition to the sedentary lifestyles we have come to adopt, the importance and reasoning of these studies stem from the adverse effects of poor posture on our health and mood. However, studies approaching this area with real-time visual modality integrated into clothing are rather sparse. Utilizing this integration might potentially fulfill the requirements of the ubiquitous computing era and inform the users in a calmer way. To evaluate various aspects of this concept, a mid-fidelity prototype was developed and tested with users. Semi-structured interviews were then conducted to obtain their thoughts and opinions on such an approach. In addition to the approval of the concept, further concerns, advantages and disadvantages were disclosed, and used to inform a design space for similar concepts. Although requiring more research, the results of this study outline a primary design space consisting of essential characteristics one needs to be aware of when designing a similar concept.
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Understanding of bold social media content : A study of dick-pics as a way to communicateKarlsson, Amanda January 2018 (has links)
Today it is just as important to understand the content on social media platforms as the technology that are being used. With the help of technology the content does not need to be just words but can also be anything from videos to simple symbols. Taboo subjects like dick-pics are often swept under the rug as being too offensive to talk about. But if technology is to keep up with the content even the sensitive subjects need to be understood. Since anyone can send anything to anyone it is important to show how different people react. If the sender of a dick-pic thinks it is amusing, it is important to tell how the receiver may react. It can be a self-representation to send a dick-pic, just to show a new or a hidden side of oneself. It can also be a way to exercise power over another person as well as harassing the receiver with a sexual picture. But a dick-pic could also be just a joke sent to someone and a way of communicating with friends. This is a quantitative research with 120 participants answering a questionnaire which focused on sending and receiving dick-pics and the reason and reaction of sending dick-pics online. The study showed three main reasons for sending dick-pics and the reasons were categorised as following: language online, self-representation and power structures.
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Skola och privatliv - två skilda världar? : En kvalitativ studie om fem grundskoleelevers medievanor och bildundervisningens multimodalitet. / School and personal life – two different worlds?Mases Calson, Louise January 2017 (has links)
I denna uppsats har fem grundskoleelever i årskurs 3-6 intervjuats om deras uppfattningar av bildundervisningens relevans i relation till deras erfarenheter av visuell kultur. Gemensamt för eleverna var att de på olika vis använde sig av sociala forum och var vana mediala orienterare. Bildämnet har under tid förändrats och läroplanen ställer nu även krav på multimodal undervisning med digitala verktyg. Resultatet avslöjar dock att undervisningen inte motsvarat samhällets utveckling vilket lämnat eleverna att önska en mer digitaliserad undervisning. Insamlandet av empiri har skett genom kvalitativa intervjuer där jag löpande fört anteckningar för hand och därefter bearbetat materialet genom ett digitalt skrivprogram. Empirin har analyserats utifrån det multimodala perspektivet, ett relativt nytt perspektiv vilket bygger på kommunikation genom olika teckensystem och medier.
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