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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.
1

Hållbar Digital Mathandel

Eriksson, Anton, Ståhl, Linus January 2016 (has links)
Den här studien handlar om hur hållbar digital mathandel kan stödjas med hjälp av övertalande design. Hållbar utveckling har blivit ett centralt diskussionsämne de senaste decenniet och mat står för en betydande del av en individs miljöpåverkan. Genom en designstudie har en workshop använts för att undersöka kontexten och dess användare. Tre designprinciper formades med hjälp av empirin från workshopen och den relaterade litteraturen. Dessa principer byggdes in i en prototyp som utvärderades i den tilltänkta kontexten. Studiens resultat är tre designprinciper som är specifika för kontexten hållbar digital mathandel: transparens, representativitet och personifiering.
2

Principles of Green Design: Developing a Framework for Product Testing

Esposito, Nicole Elise 14 March 2013 (has links)
A problem exists that many eco-friendly products on the market today are not widely accepted by consumers. Three pilot experiments were conducted to examine a few causes of poor eco-friendly product acceptance. The first two experiments involved the testing of alternative products to disposable plastic water bottles. Two hypotheses were developed- the attitude hypothesis and the user activity hypothesis. The attitude hypothesis states that a person with a positive environmental attitude will lead to better eco-friendly product recommendation and rating, greater product uses, and a greater chance of continued use. The user activity hypothesis states that a product with difficult set-up or cleaning will lead to a worse product recommendation and rating, fewer product uses, and a smaller chance of continued use. Participants took home a product to test for one week and then returned to complete two surveys- a demographics survey and a product evaluation survey. These surveys measured variables such as environmental attitude, product recommendation and rating, number of uses, continued use, and many others. The results of the experiments show a relation between environmental attitude and the participants’ future usage with the eco-friendly product. In addition, the data shows that difficulty of product set-up and cleaning relate to the users’ opinion of the product. Since this methodology of testing has not been documented before, the lessons learned from these pilot experiments will help to develop a framework for product testing with human ubjects. The third pilot experiment tests the design method of defaults, which may be a powerful tool when designing eco-friendly products. The theory behind the default option is that people typically choose the default setting on a product, regardless if it is the best option. This theory was tested with the use of automatic paper towel dispensers. The lengths of the paper towels that the machines dispensed were changed periodically and the paper towel usage was measured. The results from this experiment indicate that users obey the rule of defaults, unless their needs are not being met at an extreme level.
3

Motiverende design : speciale i informationsvidenskab /

Hofman Hansen, Jens. January 2005 (has links) (PDF)
Speciale, Aarhus Universitet, 2005.
4

Usability versus Persuasion in an Application Interface Design : A study of the relationship between Usability & Persuasion in a smart-phone application designed to help optimise domestic energy use and reduce CO² emission.

Freeney, Donal January 2014 (has links)
This thesis explores the relationship between usability and persuasion in the design of the interface for a smart-phone application. Using a usability study of an I-phone app combined with interviews with users and the designers, the roles of usability and persuasion in the design of the app and their influence on each other as design goals is discussed from both the users’ and designers’ perspectives. The application’s purpose is to support behavior change in users by giving them feedback on their electricity use in order to encourage them to switch their pattern of usage to reduce CO² emissions. This thesis should be of interest to interaction designers faced with the challenge of designing interfaces that are simultaneously both user-friendly and persuasive. While it is generally accepted that usability has a positive effect on the potential of a design to be persuasive little is known about the effects, if any, of persuasion on usability. This thesis proposes that the relationship between these two design principles is more complex than is generally assumed and that in certain situations they may even be traded off against one another.  This trade-off could be useful for designers framing design challenges involving usability and persuasion.
5

Do you have any left? : Three triggers to persuade into sustainable behaviour within e-grocery

Bishop Källberg, Kayleigh, Vaquez Crabtree, Zephyr Orlando January 2021 (has links)
The concern about the rising food waste has drawn the attention of policy makers around the world, from France banning supermarkets throwing away unused food, to a more global perspective, with the UN aiming to reduce food waste by 50% by 2025 (Hinckley, 2018; Valencia, 2016). As the concern about food waste increases - so does the concern about what role e-grocery will play in it. By reason of the decreasing sense of ownership of the product, it is likely that food waste will increase (Illyuk, 2018). It has been demonstrated that persuasive design is an efficient tool to influence users’ habits within e-grocery, but currently it is primarily used to influence purchases and subsequently waste more (Chu et al., 2014).  We believed that e-grocery showed potential to also be able to counteract the food waste with the help of persuasive design. This research therefore aimed to investigate if persuasive design could be used for more sustainable purposes; meaning to decrease food waste instead of inciting overconsumption. Using current e-grocery triggers from Chu et al. (2014), this research has repurposed them to pursue a more sustainable approach. The triggers (default personalisation, reminder, suggestion & expertise-credibility) performed within a design- oriented research. The aim was to use the prototype in affiliation with criteria, that would prove their effectiveness through critical perspectives of the literature.  A study was set up with 12 respondents, in which they were asked to navigate the prototype with tasks. After navigating the prototype, they were asked questions based of the criteria. Analysing and evaluating the empiric data with the criteria helped to conclude three triggers that could be useful within e-grocery to reduce food waste.
6

Designing a Persuasive Mobile Application for Sharing Food Between Students and Restaurants / Att med Persuasive Design skapa en mobilapplikation i syfte att dela mat mellan studenter och restauranger

Häkkä, Max January 2019 (has links)
Food waste is a monumental problem as food production accounts for nearly a third of greenhouse gas emissions globally and nearly a third of it ends up as waste. By changing people’s behaviors and attitudes, this surplus food could be eaten instead. Persuasive technologies can be an effective way of changing people’s behaviors; however, they may narrow down the view of sustainability if applied in a manner that focuses too much on individuals (among other things). In this thesis project the focus has been on how to best design a persuasive application that reduces food waste by considering the needs of both restaurants and consumers. Two versions of an application were created based on interviews with students and restaurants, where one of the applications included features based on Persuasive Systems Design (PSD). A user study was then conducted, where the users received a number of tasks to complete and answered a questionnaire on the PSD features afterwards. The results showed that both of the applications had a similar number of errors from the users during the tasks. Besides this, all of the four features based on PSD were rated positively by users, with all features having a mean rating of 0.83 or higher on a 7-point Likert scale / Matavfall är ett monumentalt problem då livsmedelsproduktionen står för nästan en tredjedel av utsläppen av växthusgaser globalt, samtidigt som en tredjedel av livsmedlen blir avfall. Genom att förändra människors beteenden och attityder skulle detta överskott av mat kunna ätas istället. Persuasive Systems Design (PSD) kan vara ett effektivt sätt att förändra människors beteenden, men kan också begränsa synen på hållbarhet om det tillämpas på ett sätt som fokuserar för mycket på exempelvis individer. I denna avhandling har fokus varit på hur man bäst kan designa en mobilapplikation med hjälp av PSD-principer, som minskar matavfall genom att ta hänsyn till behoven hos både restauranger och konsumenter. Två versioner av en mobilapplikation skapades med utgångpunkt i intervjuer med studenter och restauranger, där en av applikationerna innehöll funktioner baserade på PSD-principer. En användarstudie genomfördes sedan, där användarna fick ett antal uppgifter för att genomföra. Användarna besvarade sedan ett frågeformulär om PSD-funktionerna. Resultaten visade att användarna gjorde ungefär lika många antal fel i båda applikationer under uppgifterna. Utöver detta bedömdes alla fyra funktioner baserade på PSD positivt av användarna, då alla funktioner bedömdes som 0,83 eller högre i genomsnitt på en 7-punkts Likert-skala.
7

Fostering Behavior Change with Interaction Design:Developing Cross-cultural Connections with Incoming International Students in the United States

Peng, Fei 30 June 2015 (has links)
No description available.
8

Det mörka kakreceptet : Dark Patterns och användarens inställning till cookie-förfrågningar på statliga och kommersiella webbsidor / The Dark Cookie Recipe : Dark Patterns and the user’s attitude towards cookie prompts on Governmental and commercial websites

Stavnjak, Niklas, Bröddén, Olivia January 2023 (has links)
Sedan införandet av dataskyddsförordningen GDPR den 25 maj 2018 har internetanvändare i alla EU/ESS länder blivit mötta av en förfrågan om godkännande av cookies vid varje besök av en ny hemsida. Frågan ska enligt lag tydligt informera användare om att cookies används, i vilket syfte och hur länge de sparas. Beväpnad med denna information ska användaren sedan ha möjlighet att ta ett välinformerat beslut om hen godkänner webbplatsens användning av cookies och därmed insamlingen av hens personuppgifter. Denna lagstiftning gäller för samtliga webbplatser oavsett offentlig eller privat avsändare och avser att skapa ett skydd för varje individs digitala integritet. Cookies har använts i funktionssyfte sedan internets begynnelse men har under de senare åren använts med stor framgång primärt i marknadsföringssyfte i form av riktad marknadsföring av kommersiella webbplatser. Det finns stor vinning för många företag att användare godkänner dessa cookie-förfrågningar vilket gör att stor vikt läggs vid hur dessa förfrågningar designas. Dark Patterns är ett begrepp på former av konverteringsinriktad design som används för att få användare att utföra handlingar som ej gynnar dem i längden, men som skapar mervärde för aktören bakom. Dessa designval används flitigt över hela internet och har även identifierats i cookie-förfrågningar. Följande studie undersöker hur dessa cookie-förfrågningar är utformade, vilka dark patterns som finns att identifiera i deras gränssnitt samt användares inställning till 15 statliga respektive 15 kommersiella webbplatser. Data för studien har samlats in genom en kvantitativ enkätundersökning med 102 respondenter samt en kvalitativ innehållsanalys av samtliga webbplatser. Empiri från tidigare forskning har använts för att jämföra och styrka studiens slutsats. Användningen av dark patterns har identifierats på både statliga och kommersiella webbplatser men i en högre grad i den sistnämnda. Dessa designval har visats påverka användarens interaktion med förfrågan på ett sätt som är positivt för aktören. Studien har däremot även visat att en lika stor faktor för användarens medvetna beslut är det anseende aktören för webbplatsen har. Avslutningsvis visar studien att dagens internetanvändare generellt är trötta på konstanta förfrågningar med samma eller liknande information, och vad som var avsett att skapa en trygghetskänsla hos användaren har i stället bara blivit ett evigt störningsmoment. / Since the implementation of the General Data Protection Regulation (GDPR) on May 25th, 2018, users in EU/EEC countries have encountered cookie approval requests upon accessing new websites. By legal demand, these cookie prompts must provide information on the use of cookies, their purpose, and the duration of data retention. With this knowledge, users are expected to make informed decisions regarding their consent to the website's cookies and data collection utilization. This legislation applies universally to all websites, regardless of their public or private nature, to protect individuals’ digital privacy. While cookies have served functional purposes since the early days of the Internet, their recent substantial adoption for targeted marketing by commercial websites has provided significant advantages for many companies. Consequently, precise attention is placed on the design of these cookie requests themselves. Dark Patterns represent a form of conversion-oriented design tactics employed to impact users to perform certain actions that may not be beneficial in the long term but generate value for the entity implementing them. These design choices are prevalent across the internet and have also been identified within the context of cookie prompts. This study observes the design elements of such cookie prompts, identifies the presence of dark patterns within their interfaces, and examines user attitudes toward these prompts. The research analyzes 15 government websites and 15 commercial websites through a qualitative content analysis that uncovers hidden information. As a complement, an additional quantitative survey was formed by collecting data from 102 respondents. The study leverages empirical evidence from previous research to strengthen its findings and comparisons. Findings show that the use of dark patterns on both government and commercial websites is evident, with a more noticeable occurrence on commercial ones. These design choices have been observed to influence user interactions with the requests to favor the sender implementing the dark patterns. However, the research also demonstrates that the senders' reputation equally influences users' conscious decision-making process. In conclusion, the study indicates that contemporary internet users generally experience weariness due to persistent requests featuring repetitive or similar information. What was initially intended to instill a sense of user security has instead become an enduring source of disruption.
9

Verktygslåda för Persuasive design inom eHälsa

Hatschek, Jonas, Isaksson, Frej January 2017 (has links)
The fast technical development enables new application areas within health care, and theimportance of eHealth increases. Meanwhile, conscious behavioral change throughpersuasive technology has shown to be a functional and effective method. This studyaimed at producing a design model, customized for persuasive design within eHealth. Themodel took the shape of a toolbox, containing tools which aim to respond to key aspectsassociated with the field, and was qualitatively evaluated through interviews with expertswho assessed the quality. The interview recordings were abductively analyzed, and themodel revised by the analysis’ results. The findings contributed to a widenedcomprehension of the area and resulted in a new version of the model, and other valuableinsights about the aspect of context within persuasive design and eHealth. / Den snabba tekniska utvecklingen möjliggör nya användningsområden inom hälsoområdet,och vikten av eHälsa ökar. Samtidigt har medveten beteendeförändring genom persuasivedesign visat sig vara en funktionell och effektiv metod. I den här studien var målet attproducera en modell, anpassad för design inom eHälsa. Modellen tog formen av enverktygslåda, innehållande verktyg avsedda att besvara nyckelfaktorer inom fältet, ochevaluerades kvalitativt genom intervjuer med experter för att öka dess kvalité.Intervjuinspelningarna analyserades abduktivt, och modellen reviderades efter analysensresultat. Resultaten bidrar till en utvidgad förståelse inom fältet, en ny version av modellenoch andra värdefulla insikter angående kontext som en aspekt inom persuasive design ocheHälsa.
10

Persuasive design i sociala medier : Analys av integrerade designelement och användarmedvetenhet / Persuasive design in social media : Analysis of integrated design elements and user awareness

Svärd, Amanda January 2020 (has links)
Persuasive Design är en designtyp som syftar till att ändra attityder och beteenden hos användare. Studien handlar om vart Persuasive Design är integrerat i de sociala medieplattformarna Instagram och Snapchat. Dessutom vad användare av sociala medier känner om Persuasive Designs bakomliggande syften. Sociala medier är ett av det vanligaste kommunikationsformerna samt ett av det vanligaste verktygen i mobiltelefoner. 83% av internetanvändarna i Sverige under 2019 använder sociala medier, samtidigt anser endast en fjärdedel att tiden är meningsfull. Det anses viktigt att användare känner igen nyanser av Persuasive Design på sociala medier så att medvetenheten om övertalning ökar. En teoribaserad analys med hjälp av Foggs Behavior Model (FBM) har genomförts för att besvara hur Persuasive Design är integrerad i sociala medieplattformar. En intervjustudie har genomförts för att besvara vad användare anser om de bakomliggande syftena av Persuasive Design-element på sociala medieplattformar. Resultaten från intervjuerna visar att användare inte är medvetna om Persuasive Design-element på sociala medieplattformar samt att det påverkar användare till gränser de inte är medvetna om. Resultaten från den teoribaserade analysen har resulterat i en lista med 11 funktioner / designelement som på Instagram och Snapchat möjliggör för användare att påverkas av Persuasive Design. / Persuasive Design is a type of design that aims to change the attitudes and behaviours of users. The study addresses where Persuasive Design is integrated into the social media platforms Instagram and Snapchat. Also, what users of social media feels about Persuasive Design's underlying purposes. Social media is one of the most common forms of communication as well as one of the most common tools in mobile phones. 83% of Internet users in Sweden in 2019 use social media, at the same time only a quarter believe that time spent on social media is meaningful. It is considered important that users recognize the nuances of Persuasive Design on social media so that the awareness of persuasion increases. A theory-based analysis using the Foggs Behavior Model (FBM) has been conducted to answer how Persuasive Design is integrated into social media platforms. An interview study was conducted to answer what users feels of the underlying purposes of Persuasive Design elements on social media platforms. The results of the interviews show that users are not aware of Persuasive Design elements on social media platforms and that it is affecting users to boundaries they are not aware of. The results of the theory-based analysis have resulted in a list of 11 features / design elements that on Instagram and Snapchat allow users to be influenced by Persuasive Design.

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