• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 30
  • 27
  • 6
  • 2
  • 1
  • 1
  • Tagged with
  • 70
  • 70
  • 23
  • 21
  • 21
  • 19
  • 19
  • 14
  • 14
  • 14
  • 13
  • 13
  • 12
  • 12
  • 12
  • 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.
11

Applikationer som mäter elkonsumtion : En kvalitativ undersökning om slutanvändarnas persperktivpå hur elkonsumtionen påverkas av applikationer förmätning av elförbrukning

Hjerpe, Sofia January 2021 (has links)
The aim of this study was to see if the users identified principles for behavior change, and further investigate how users reflected on the implementation of these principles. The aim of this study was also to find out how users experienced that the effect of these principles contributed to the reduction of electricity consumption. There are persuasive technologies that aim to get people to save their consumption. There are many different applications that aim to get people to monitor behaviors and then change behaviors. The applications included in this study were Eon, Greenely and Tibber. PSD-principles, Oinas-Kukkonen and Harjumaa's design principles are used as quality checklists to be able to evaluate persuasive systems. The principles were divided into four main categories which were primary task support, dialogue support, system credibility and social support. These were used to answer the questions. A: What design principles for behavior change can be identified? B: How do users reflect on theimplementation of these principles? C: How do users feel that the effect of these principles contributes to reducing electricity consumption? The chosen method was qualitative and it was divided into 3 phases. The first phase was a heuristic evaluation. The second phase was a pilot diary study. In the third phase, semi-structured interviews were conducted and this interview template was based on the pilot diary study and on the heuristic evaluation. The results showed that all principles within the main categories where identified in the applications. When it came to the implementation of the principles, the reflections from the users were different. Verifiability within the system's credibility was for example perceived by respondent 1 as less convincing, while respondent 4 perceived the implementation as positive and good. The experiences here also varied concerning how the users experienced that the effect of the principles contributed to reducing electricity consumption. The motivation was positively affected to a small but limited extent for the principles within the main categories primary tasks support and social support. Conclusions drawn from the studies were as follows. Users would wish for expanding the possibility of direct reporting of electricity consumption. Better statistical data to better compare households with similar comparable conditions would be desirable. Being able to see how much money you could save on reducing your electricity consumption was an important driving force. It would be positive if the opportunity to see this improved. / Syftet med denna studie var att se om användarna identifierade principer för beteendeförändring samt se hur användarna reflekterade kring implementeringen av dessa principer. Syftet var också att ta reda på hur användarna upplevde att effekten av dessa principer bidrog till att minska elförbrukningen.Det finns övertygande teknik som syftar till att få människor att spara sin konsumtion. Det finns många olika applikationer som syftar till att få människor att övervaka beteenden för att sedan ändra dem. De applikationer som ingick i studien var Eon, Greenely och Tibber. PSD-principerna, Oinas-Kukkonen och Harjumaas designprinciper användes som checklistor på kvalitet för att kunna utvärdera övertygandesystem. De delades in i fyra huvudkategorier som var primärt uppgifts stöd, dialogt stöd, systemets trovärdighet och socialt stöd. Dessa användes för att svara på frågeställningarna. A: Vilka designprinciper för beteendeförändring kan identifieras? B: Hur reflekterar användare över implementeringen av dessa principer? C: Hur upplever användarna att effekten av dessa principer bidrar till att minskaelförbrukningen?Vald metod var kvalitativ och denvar indelad i 3 faser. Den första fasen var en heuristisk utvärdering. Den andra var en pilotdagboksstudie. I den tredje fasen gjordes semi-struktureradeintervjuer och i denna baserades intervjumallen på en pilotdagboksstudie och på den heuristiska utvärderingen. Resultatet visade att alla principer inom huvudkategorierna identifierades i applikationerna. När det gällde implementeringen av principerna var reflektionerna från användarna olika. Verifierbarhet inom systemets trovärdighet upplevdes exempelvis av svarsperson 1 som mindre övertygande medan svarsperson 4 upplevde implementationen som positiv och bra. När det kom till hur användarna upplevde att effekten av principerna bidrog till att minska elförbrukningen var upplevelserna även här varierande. Motivationen påverkades positivt i liten men begränsad omfattning för principerna inom huvudkategorierna primärt uppgifts stöd och social support. Slutsatser som drogs från studien var följande. Användarna skulle önska utökad möjlighet till direkt rapportering av förbrukning av elkonsumtion. Bättre statistiskt underlag för att bättre kunna jämföra hushåll med liknande jämförbara förhållanden skulle vara önskvärt. Att kunna se hur mycket pengar man kunde spara på att minska sin elkonsumtion var en viktig drivkraft. Det skulle vara positivt om möjligheten till att se detta förbättrades.
12

Framtagande av en prototyp som stöder ett mer hållbart konsumtionsbeteende gällande e-returer

Johannesdottir, Lara, Berg, Tilde January 2023 (has links)
På grund av den ökade klädkonsumtionen inom e-handeln har antalet digitala returer ökat markant, vilket har bidragit till ohanterbara mängder returer för återförsäljare inom e-handeln. En stor mängd av dessa returer slängs eller bränns upp och orsakar på så sätt negativ påverkan på miljön. För att minska antalet returer har tidigare studier genomförts där olika former av storleks- och passformsteknologi har tagits fram med syfte att underlätta för klädkonsumenter att hitta rätt storlek. Denna form av teknologi har däremot inte bidragit till minskningen av antalet returer. Förutom problem med storlek och passform, är klädkonsumenters beteende en bidragande orsak till den stora mängden returer. Forskningsfrågan för denna studie är därför: Hur kan klädkonsumenters tidigare erfarenhet av e-returer bidra till designprocessen vid framtagande av en prototyp som stöder ett mer hållbart konsumtionsbeteende? De datainsamlingsmetoder som används i studien är enkät, intervjuer och framtidsverkstäder med utgångspunkt i forskningsstrategin grundad teori. Analys utifrån grundad teori tillämpas sedan för att identifiera mönster i deltagarnas utsagor. Utifrån analysen av den insamlade datan och resultatet från framtidsverstäderna framtas tre prototyper som utgår ifrån persuasive design, som innebär att genom design försöka övertyga personer att agera på ett mer hållbart vis. Genom testning av dessa identifieras den slutgiltiga prototypen som kan uppmuntra klädkonsumenter till ett mer hållbart konsumtionsbeteende. Baserat på datainsamlingen och den framtagna prototypen utformas en teori som tyder på att det behöver framföras korrekt information kring företags returhantering för att möjliggöra en förändring i klädkonsumenters returbeteende. / Due to the increased consumption of clothing in e-commerce, the number of digital returns has increased significantly, which has contributed to unmanageable amounts of returns for e-commerce retailers. A large amount of these returns are thrown away or burned, thus causing a negative impact on the environment. To reduce the number of returns, previous studies have been carried out where various forms of size and fit technology have been developed with the aim of making it easier for clothing consumers to find the right size. However, this form of technology has not contributed to reduction of returns. In addition to size and fit issues, clothing consumer behavior is a contributing factor to the high volume of returns. The study’s research question therefore is: How can clothing consumers' previous experience with e-returns contribute to the design process when producing a prototype that supports more sustainable consumption behavior? The data collection methods used in the study are questionnaires, interviews and future workshops based on the research strategy grounded theory. Analysis based on grounded theory is then applied to identify patterns in the participants' statements. Based on the analysis of the collected data and the results from the future workshops, three prototypes are created that are based on persuasive design, which means trying to convince people to act in a more sustainable way through design. By testing the prototypes, the final prototype is identified which can encourage clothing consumers to a more sustainable consumption behavior. Based on the data collection and the prototype, a theory is developed that suggests that correct information needs to be presented regarding companies' return management in order to enable a change in the return behavior of clothing consumers.
13

Köp nu, betala senare : En explorativ studie om beteendedesign och hur användare väljer betalmetod i e-handeln / Buy Now, Pay Later : An Explorative Study of Behavioral Design and How Users Choose Payment Method in E-commerce

Wagenius, Carolina, Zetterström, Magdalena January 2021 (has links)
Skuldsättningen kopplad till konsumtion ökar i det svenska samhället, vilket gått hand i hand med e-handelns framväxt och faktura som populär betalmetod. Betallösningar som tillhandahåller faktura och delbetalning som betalmetoder åt e-handlare har i och med det fått kritik av media och ny lagstiftning mot viss typ av beteendedesign i betallösningarnas tjänster har även införts. Trots samhällsdebatten har det saknats forskning på hur kunder väljer betalmetod och deras upplevelser av påverkan från beteendedesign inom betallösningarna. Denna studie har därför haft som syfte att ge inledande insikter och kunskap om detta. Kvalitativa metoder har använts tillsammans med teori om beteendedesign och hur människor fattar beslut. Specifikt har teorin bestått av Theory of Planned Behaviour och tre typer av beteendedesign - persuasive design, digital nudging och dark patterns. En utvärdering av betallösningarna Klarna och Qliro genomfördes med syfte att identifiera beteendedesign i deras tjänster. Därefter genomfördes intervjuer med användare för att förstå deras beslutsprocess vid val av betalmetod och hur beteendedesign kan tänkas påverka dem i denna kontext. Resultaten visade att informanterna hade ett invant beteende vid val av betalmetod när de genomför köp online. Oavsett om den föredragna betalmetoden var kortbetalning eller faktura verkar valet främst baseras på upplevd kontroll. Hur enkel och trygg betalmetoden känns är de främsta faktorerna som påverkar valet. Beteendedesign tycktes inte ha en direkt påverkan på valet av betalmetod för användarna i denna studie, troligen på grund av att de vanor och attityder som användarna redan har är så pass välgrundade. Om beteendedesign haft en inverkan på hur dessa vanor och attityder har formats från början kan däremot inte resultaten från studien ge svar på. / The amount of debt connected to consumption is increasing in the Swedish society. This increase has coincided with the emergence of e-commerce and invoice as a popular payment method. Payment solutions that provides invoice and installment as payment methods for e-commerce sites has because of this received criticism by media and a new legislation against a certain type of behavioral design in payment solutions has been introduced. Despite the public debate there is a lack of research about how users choose payment method and their experiences about the impact that behavioral design has within this context. The aim of this study was to provide initial insights and knowledge about this topic. Qualitative methods were used together with theory about behavioral design and human decision making. Specifically, Theory of Planned Behavior and three types of behavioral design – persuasive design, digital nudging and dark patterns. An evaluation of the two payment solutions Klarna and Qliro, was carried out to identify behavioral design in their services. This was followed by interviews with users to get an understanding about their decision process when choosing payment method and how behavioral design impact this process. The results showed that the users in this study had a habitual behavioral when it comes to choosing payment method when shopping online. Regardless if the preferred method is invoice or card payment it seems as if the choice is mainly based on perceived control. How easy and safe the payment method feels are the main factors that impacts the choice. Behavioral design does not seem to have a direct impact on the choice of payment method for the users in this study, probably because the habits and attitudes that they already have are well-grounded. However, if behavioral design had an impact in forming the habits and attitudes from the start is something the result from this study cannot answer.
14

Målbeteende i fokus : En studie om hur persuasive design kan integreras idesignprocessen genom utveckligen av enimplementeringsmodell för att målinriktat stödjaönskade användarbeteenden / Target Behaviors in Focus : A Case Study on How Persuasive Design Can Support Desired User Behaviors in the Design Process

Landré, Nathalie, Brickarp, Nicole January 2024 (has links)
Denna studie syftar till att utforska integrationen av metoder för persuasive design i designprocessen för att på ett mer effektivt och pricksäkert sätt uppmuntra önskade användarbeteenden. Med bas i forskningen av Fogg och Cialdini fokuserar studien på att föreslå sätt att inkorporera persuasive design i den befintliga designprocessen hos en verklig kommunikationsbyrå. Genom en fallstudie som involverar dokumentgenomgång och workshops med intressenter strävar studien efter att få insikter i byråns designprocess och identifiera möjligheter för integrering av persuasive design. Den resulterande modellen fungerar som en riktlinje för att gemensamt definiera kritiska användarparametrar med kunder. Centralt för modellen är formuleringen av målbeteenden, vilka vägleder designarbetet mot att motivera och uppmuntra användare att utföra önskade beteenden. Genom att integrera metoder för persuasive design syftar modellen till att förbättra användarcentreringen och effektiviteten i designprocessen, även i situationer där direkta användarinsikter är begränsade. Studien avslutas med att betona vikten av målbeteenden för att styra en mer målinriktad designprocess och därigenom bidra till skapandet av skräddarsydda och relevanta designlösningar som överensstämmer med användarnas behov och preferenser. Sammantaget ger resultaten praktiska rekommendationer för att integrera metoder för persuasive design i designprocessen för att främja utförandet av önskade användarbeteenden. / This study aims to explore the integration of persuasive design methods within the design process to encourage desired user behaviors more effectively and accurately. Grounded in the research of Fogg and Cialdini, the study focuses on proposing ways to incorporate persuasive design into existing design processes, particularly within the context of a real communication agency. Through a case study involving document analysis and workshops with stakeholders, the research seeks to gain insights into the agency's design process and identify opportunities for integrating persuasive design. The resulting model serves as a guideline for collaboratively defining critical user parameters with clients. Central to the model is the formulation of goal behaviors, which guide design efforts towards motivating and encouraging users to perform desired actions. By integrating persuasive design methods, the model aims to enhance user-centredness and the effectiveness of the design process, even in situations where direct user insights are limited. The study concludes by emphasizing the importance of goal behaviors in directing a more targeted design process, thereby contributing to the creation of tailored and relevant design solutions that align with user needs and preferences. Overall, the findings provide practical recommendations for integrating persuasive design methods into the design process to promote the execution of desired user behaviors.
15

Reallocation Of Household Resources For Energy Saving Behavior

Celebi, Ayse N. 01 December 2011 (has links) (PDF)
This study focuses on persuasive design concerning the household users&rsquo / energy saving behavior while using electrical household appliances for the housework. Household users form a balance at home determined by the household resources they have, and they do not want to change this fragile balance because it is established as a result of household users&rsquo / habitual behavior. It is crucial to persuade household users to save energy at home without disturbing the balance among resources. Persuasion becomes an effective tool at this stage. The study provides an efficient reallocation of the resources for energy saving behavior, which is supported by household resource reallocation and persuasion literature, and an empirical study.
16

Online Transportation Mode Recognition and an Application to Promote Greener Transportation

Hedemalm, Emil January 2017 (has links)
It is now widely accepted that human behaviour accounts for a large portion of total global emissions, and thus influences climate change to a large extent. Changing human behaviour when it comes to mode of transportation is one component which could make a difference in the long term. In order to achieve behavioural change, we investigate the use of a persuasive multiplayer game. Transportation mode recognition is used within the game to provide bonuses and penalties to users based on their daily choices regarding transportation. To easily identify modes of transportation, an approach to transport recognition based on accelerometer and gyroscope data is analysed and extended. Preliminary results from the machine learning tests show that the classification true-positive rate for recognizing 10 different classes can reach up to 95% when using a history set (66% without). Preliminary results from testers of the game indicate that using games may be successful in causing positive change in user behaviour. / <p>Del av Erasmus Mundus PERCCOM. Redovisning skedde på anordnad summer school av partner-universitet där hela konsortiet närvarade.</p>
17

Hur information på Instagram påverkar användarna : En studie om persuasive design och dess påverkan i sociala medier / How information on Instagram affects its users

De Bernardi, Nina, Johansson, Jessica January 2021 (has links)
The study examines how Instagram users are affected by the information they are exposed to on a daily basis through social media. The study focuses on Instagram because according to a report from Svenskarna och internet (2020), as many as 80 percent of the age group 16-25 years use Instagram daily. To answer our purpose of the study we have implemented interviews and a survey. We have also chosen to present relevant research and literature on the subject. The result of the study shows that users are affected by influencers on Instagram but they are not always aware of it. The result also shows that persuasive design is integrated on Instagram through notifications, likes and comments. The majority of participants search for inspiration on Instagram and they mainly interact with people on Instagram through likes.
18

”Jag känner mig manipulerad och övertalad” : En kvalitativ studie av etiska perspektiv på persuasive design och dark patterns / ”I feel manipulated and forced” : A qualitative study of ethical perspectives and dark patterns

Alfredsson, Olivia, Majqvist, Karin January 2021 (has links)
Persuasive design and dark patterns are types of design that aims to change the attitudes and behaviors of users. This study addresses where and how persuasive design and dark patterns are integrated into a selection of two websites, and what users of a website feel about the design underlying purposes. Persuasive design is an area with a design practice where the focus is on influencing the user's behavior through a product or service's characteristics. A dark pattern is an interface designed to trick users into performing actions in applications that they are not meant to perform. The purpose of the study is to map typical UX-related persuasive designs and dark patterns on a selection of websites using Gray’s definition of dark patterns and Ethical principles from Association for Computing Machinery, then analyze five users and their ethical stance. The results of the interviews and observations show that users are not aware that a persuasive design and dark patterns elements exist on a website. The dark patterns influence the users to perform a behavior in a certain direction. The results of the theory based analysis have resulted in Gray’s dark patterns and Ethical principles from Association for Computing Machinery features that on websites allow users to be influenced by a persuasive design and/or dark patterns. In summary, it can be concluded that the participants in the study agree that a design involving dark patterns is considered unethical.
19

Persuasive Design: Enable Bystanders to Get Access to the Nearest AED When OHCAs Happen

Chen, Yiran January 2020 (has links)
Out-of-hospital cardiac arrest (OHCA) has become a leading cause of death in Sweden, while the useful tool external defibrillator (AED), which enables the heart to restart to beat, is not fully used. Prior studies have worked out various solutions to promote the use of AEDs. However, those studies only delved into the situation in certain areas but barely fit the conditions in Sweden. In addition, few of the studies explored the cause of low use of AEDs from the perspective of users. This work investigated the drawbacks in the current situation in Sweden and users’ thoughts towards using AEDs. As a result, this thesis presented a persuasive design, a group of embedded functions in Google Maps. The main effects of the design are: 1. Endowing bystanders with knowledge of where AEDs are located and how to manage the device 2. Facilitating the process of seeking and retrieving the devices and creating a channel for bystanders to sought help. The prototype was further evaluated through Heuristic Evaluation. The study results showed the design successfully made a persuasive impact on bystanders to change their attitudes by offering instruction for them to seek and control AEDs. The design also remedied deficiencies in the current situation of using AEDs in Sweden. Lastly, the study concluded persuasive design can play a role to facilitate the use of AEDs, thus improving the survival rate of OHCAs.
20

Eficiencia comunicativa en la identidad visual y el diseño persuasivo de marcas peruanas de moda sostenible / Effectiveness of visual identity and persuasive design of Peruvian sustainable fashion brands to communicate sustainability values / Effectiveness of visual identity and persuasive design of Peruvian sustainable fashion brands to communicate sustainability values

Echevarria Garrido Lecca, Camila, Valecillos Villarreal, Hazael Ramón 07 July 2020 (has links)
Esta investigación tiene por objetivo analizar los criterios de diseño persuasivo que utilizan las marcas peruanas de moda sostenible durante el proceso de creación de la identidad visual para comunicar sus valores. Por consiguiente, se planteó como hipótesis que el diseño persuasivo se utiliza como base al momento de crear la identidad visual de las marcas de moda sostenible, puesto que facilita la comunicación y recepción de los valores sostenibles. Esta investigación es de tipo cualitativo, puesto que los datos a examinar son los elementos de la identidad visual de las marcas peruanas de moda sostenible. Los elementos analizados son: el logo, la tipografía, la paleta de color, el estilo fotográfico, el tono de comunicación y las figuras de soporte. Se trata de una investigación de alcance descriptivo en vista que el fin es examinar información con respecto a una gráfica visual. Los resultados obtenidos confirman que la identidad visual posibilita la comunicación efectiva de los valores sostenibles de la marca. Gracias a los elementos que componen la identidad visual, las marcas peruanas se dan a conocer ante su público objetivo. Se concluye que, el diseño persuasivo es apto para comunicar los valores de las marcas de moda sostenible, mas no es considerado al momento de crear la identidad visual. Sin embargo, este sí se evidencia en la comunicación de los valores sostenibles. Esto sucede porque las marcas optan por mostrarse ante sus consumidores de forma auténtica; buscan concientizar al usuario sobre el impacto de la industria de la moda. / This research aims to analyze the persuasive design criteria used by Peruvian sustainable fashion brands when creating their visual identity to communicate their sustainable values. Regarding the hypothesis, it was considered that persuasive design is used as the basis when creating the visual identity of sustainable fashion brands; since it eases the communication and reception of sustainable values. The research type is qualitative, since the data and elements to be analyzed on are graphic and not numerical. The content to be observed are those used by Peruvian sustainable fashion brands when creating their visual identity. This investigation has a descriptive scope since the purpose is to examine information with respect to a visual graph. The results demonstrate that the visual identity enables the brand to achieve an effective communication, and it is the elements that compose it that allow Peruvian sustainable fashion brands to achieve recognition between the users. Finally, although persuasive design is apt to communicate the sustainable values ​​of sustainable fashion brands, it is not considered when creating a strategy and designing visual identity; however, if it is evidenced in the communication of sustainable values. This happens because brands choose to show themselves as a genuine brand to their consumers. Its objective is not to impose sustainability but to make the user aware of its existence, and that from the purchase they choose responsible fashion consumption. / Trabajo de investigación

Page generated in 0.0806 seconds