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Design av användarupplevelse genom typografiska vägval / Design of User Experience through typographical choicesNilsson, Josefin, Carlsson, Jacob January 2023 (has links)
Studien fokuserar på hur typografi påverkar den övergripande användarupplevelsen på webben, samt hur kunskapen kan användas för att utforma vägledande rekommendationer som kan användas som stöd vid design av användarupplevelse genom typografi på webben. Studien är avgränsad till att fokusera på typografi som område med fokus på faktorerna läsbarhet, estetik, layout och struktur samt användarens känslomässiga respons. Studien bidrar till att belysa vikten av att göra medvetna typografiska val vid utformning och utveckling av webbplatser samt till att skapa förståelse kring vad som särskiljer typografi på webben från typografi på papper och hur detta bör påverka designen för att säkra en god användarupplevelse. Detta har undersökts genom en litteraturstudie samt kvalitativa semistrukturerade intervjuer med universitetsstudenter i Skellefteå i Sverige, samt Medellín i Colombia. Resultatet av studien visar att människor tar del av typografi på olika sätt beroende på om texten finns på en skärm eller på ett papper, att användare tenderar att snabbare lämna webbplatsen om typografin påverkar användarupplevelsen negativt samt att design av typografi kan väcka olika känslor och associationer hos användaren. Slutsatsen är att generella och mer övergripande råd och riktlinjer för interaktionsdesign och gränssnittsdesign är användbara vid utformning av typografi på webben, men de kan behöva kompletteras med särskilda rekommendationer för att tydliggöra vilka typografiska val som bör göras på webben och hur i syfte att säkerställa en bra användarupplevelse. Genom studien ges förslag på vägledande rekommendationer. Dessa bör dock valideras och vidareutvecklas ytterligare. Studien bidrar emellertid till en grund att bygga vidare på genom fortsatt forskning om typografi och hur typografiska val påverkar användaren. / The study focuses on how typography affects the overall User Experience on the web, and how the knowledge can be used to design guiding recommendations that can be used to support the design of User Experience through typography on the web. The study is limited to focusing on typography as an area with a focus on the factor’s readability, aesthetics, layout and structure as well as the user's emotional response. The study helps to highlight the importance of making conscious typographic choices when designing and developing websites and to create an understanding of what distinguishes typography on the web from typography on paper and how this should affect the design to ensure a good User Experience. This has been investigated through a literature review and qualitative semi-structured interviews with university students in Skellefteå in Sweden, and Medellín in Colombia. The results of the study show that people take part in typography in different ways depending on whether the text is on a screen or on a piece of paper, that users tend to leave the website faster if the typography negatively affects the User Experience and that design of typography can evoke different feelings and associations in the user. The conclusion is that more general advice and guidelines for interaction design and interface design are useful when designing typography on the web, but they may need to be supplemented with specific recommendations to clarify which typographic choices should be made on the web and how to ensure a good User Experience. The study proposes indicative recommendations. However, these should be validated and further developed. However, the study contributes to a foundation to build on through continued research on typography and how typographic choices affect the user.
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If these stalls could talk: Organizational invitations to identification evoking a user’s sense of belonging as communicated through infrastructureNaomi Tova-Tmira Levine (16681233) 28 July 2023 (has links)
<p> Organizations communicate messages to users of their physical spaces via artifacts and features that compose the spaces. I argue that these infrastructural messages are invitations to users to identify with the organization. I argue further that an individual’s experience of these messages—via user experience—may (or may not) evoke a sense of belonging. In order to explore what it looks like for a user to feel like they (do not) belong, this autoethnographic study explores the different infrastructural messages within the public bathrooms of 70 buildings on Purdue University’s main campus in West Lafayette, Indiana. </p>
<p> The main research question for this study is: how do public bathrooms, as a part of the physical infrastructure of an organization, communicate belonging through user experience in them? To explore this question, concepts of identification, belonging, physical space, and time were important to explicate. Identification looks at what it means to identify with an organization and ways that individuals have been invited to identify with the organization by the organization. This study further examines how one feels about an organization that they identify with by looking at one’s sense of belonging to a space. Consideration of space brought considerations about affordances, user experience, and hostile architecture. Finally, an exploration of time aided this work in developing a means by which to investigate the relationship between measured and perceived time when navigating physical space under distress. </p>
<p> This autoethnography offers a deep perspective of one user’s (my) experience within the bathrooms. Additionally, this work employed the use of land surveying from landscape archaeology (e.g., examination of constituent parts of the bathrooms), user experience field notes (e.g., collection of unique aspects of each bathroom as well as detailed experience reflections), and a unique methodological tool for collecting and comparing measured and perceived time. </p>
<p> Analysis of data collected based on a combination of these methods showed that how—beyond available affordances and barriers—the bathroom is used by an organizational member holds importance. Spatial design and navigational artifacts which can reduce the measured time for locating a bathroom are noticeable relative to the user’s experience of time (i.e., perceived time) to a point. However, when the user’s perception of time becomes less reliable, perceived distress seems to be the main feature coloring this experience. Therefore, spaces which challenge users physically and emotionally are not likely to be received as an invitation to members’ identification with that organization. Such messages impacted members’ sense of belonging to the organization. Further, through land surveying data of the artifacts and features of bathrooms combined with secondary data on building ages, this study assessed the University’s assumptions about the different type of bodies and needs that are present among their organizational members.</p>
<p> Theoretically, this work contributes a conceptual framework for belonging, fieldwork at the intersection of space and belonging, and a fat body taking up space within the literature. Methodologically, this work provides an innovative way of documenting time, a look at self-accommodation in research for scholars with disabilities, a demonstration of the use of embodied measurement, and a critique for user-centered and participatory design. In sum, this study illuminates what it was like for one fat body to try to meet her needs and reflect on how this impacted her sense of belonging to the University. This work has implications for further development of public bathrooms locally on Purdue’s campus as well as for scholarly inquiry about the relationships among organizational identification, belonging, user experience, and design of spaces. </p>
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AYM - Augment Your Moments : En studie om digitala turistupplevelser och utforskande av destinationer med Augmented RealityHylin, Frida, Lithander, Dennis January 2021 (has links)
Modern society largely consists of digital artifacts such as smartphones, smart watches and virtual technology that have the ability to change, expand or enhance the reality of the user. Technologies such as Augmented Reality are a relatively new phenomenon that in the future is believed to have an impact in the tourism industry since it can provide optimized user experiences. Digitization and the development of new technologies have, however, led to a change in consumer behavior in the tourism sector and sets higher demands on companies than before. How this technology can be beneficial in alignment with tourist experiences is something that this thesis has been based on, and with the help of a digital survey, people's attitude towards an Augmented Reality application in digital discovery and what functions meet people's needs regarding accommodation, eating, travel and activities during their holiday are investigated. The results indicate that people are generally positive about both downloading and using digital Augmented Reality applications in digital discovery, provided that the user's integrity is protected and that the general security is well developed. The results of this inquiry suggest that people prefer features that meet the user's primary needs, such as hotel and restaurant suggestions.
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Developing Functional Literacy of Machine Learning Among UX Design StudentsSrivastava, Akshat 29 September 2021 (has links)
No description available.
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User Experience Design in Online Nursing EducationCameron, Nancy G. 01 September 2017 (has links)
Abstract available through the Journal of Nursing and Patient Care.
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Website Adaptive Navigation Effects on User ExperiencesSpeirs, James C. 07 December 2012 (has links) (PDF)
The information search process within a website can often be frustrating and confusing for website visitors. Navigational structures are often complex and multitiered, hiding links with several layers of navigation that user's might be interested in. Poor navigation causes user frustration. Adaptive navigation can be used to improve the user's navigational experience by flattening the navigational structure and reducing the number of accessible links to only those that the user would be interested in. This examines the effects on a user's navigational experience, of using adaptive navigation as the main navigational structure on a website. This study measured these effects by gathering survey responses from over 1,000 users. The survey recorded users' perceptions of navigational effectiveness and efficiency as well as user satisfaction and efficacy. Users were assigned into nine treatment groups that provided variations in navigational change frequency and the order of navigational links. Surveys were used to identify the effects of navigational change frequency and navigational link ordering on the user's navigational experience. The survey found that adaptive navigation works best when change occurs on a page-by-page basis and links are ordered alphabetically.
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IRL to URL: Digitalization in the live music scene during and post-COVID-19 : A platform-driven study of the live music scene and its approachesFernández, Valeria, Gerasimova, Boyana January 2022 (has links)
As the strict lockdowns during the global COVID-19 pandemic made the world more digital, nearly every industry was affected. The music industry in particular had already been going through many changes, though maybe none of them as big so far—musicians were restricted from performing "in real life" and had to think out of the box. Thus, coming to life virtual concerts and festivals. The purpose of this paper is to investigate how the transition to a digital live scene has been handled in the live music industry during the pandemic, and what the experiences of Generation Z and Millennials have been with specific video streaming platforms. To find the answers to these questions, a mixed-methods approach was taken, combining semi-structured qualitative interviews and an online questionnaire. The study provides an insight into what approaches music industry professionals took in handling different aspects of the changing world of concerts, both in terms of technical aspects and in the general shift that the music community experiences. Moreover, it provides an insight into users' preferences for streaming platforms, together with their respective advantages and flaws. More generally, a deeper understanding of what people perceive as gains and losses from the digitization of live events is also provided, with a look into the potential future of concerts.
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Hur gamification påverkar användarupplevelsen i ett gränssnitt för bokföring : Gamification kopplat till bokföring / How gamification affects user experience in an interface for accounting : Gamification linked to accountingToszegi, Clara January 2022 (has links)
Användarupplevelsen är en central del för att förstå användaren i digitala tjänster. Genom att applicera inslag av gamification i en tjänst kan användarens tolkning av ett gränssnitt eventuellt påverkas. Denna studie undersökte kopplingen mellan användarupplevelsen och gamification i ett gränssnitt för bokföring. Studien grundas på användartest och enkäter utförda före och efter implementering av gamification där användarupplevelse jämfördes i båda. I resultatet för studien framgår det att det inte går att säga att användarupplevelsen pekar mot det bättre efter implementering av gamification.
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The AR E-Commerce Experience : A Qualitative Case Study on the UXD of IKEA PlaceBeqiri, Jona January 2022 (has links)
The development of new technologies is changing the world as we know it. Augmented reality (AR) is one of many new technological innovations that have been dominating the tech industry and, as a result, our everyday lives. AR takes the digital user experience to a whole other level, while more and more e-commerce marketers are adopting the technology within their platforms. Considering the many different gadgets and digital devices that most individuals use on a daily basis, it is of utmost importance for product designers to craft effective yet user-centered digital experiences. Hassenzahl's model of user experience formed the theoretical framework of this qualitative case study, while the design thinking methodology was adopted as this study’s aim is to examine the user experience design of IKEA Place from a user perspective. In order to empathize with the end users, a user experience (UX) research was conducted through semi-structured interviews, where IKEA Place users gave their insights in regards to their experience with the AR product. The empirical results of this case study showed that the interviewed users found the purpose of the app along with its interface to be very appealing, and despite the fact that various limitations, some having higher impact than others, were spotted by all users in connection to the pragmatic attributes of IKEA Place, their individual experience did vary. The users who had been exposed to similar products or other technologies had a better experience with the AR app compared to the users who are less tech savvy, as the latter found utilizing the app to be difficult. In addition, the lack of interconnectedness between IKEA Place and the main IKEA app was not mentioned as a prominent limitation by the users. With the user needs having been defined, the ideation, prototyping, and testing phases followed for the redesigned features to be finally crafted. Lastly, this case study has limitations addressed as suggestions for future research, including more data collection practices being used simultaneously along with a larger sample size for UX research and prototype testing purposes.
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A comparison through heuristic evaluation of two MOOC platforms:Coursera and UdemyBoya, Sada Siva Kumar, Gundala, Harshitha January 2022 (has links)
In recent years thousands of people worldwide have been using Massive open on- line courses (MOOCs) for various reasons, including career development and change, continuing education, lifelong learning, and training. MOOCs are free online courses that anyone can enroll in and are an affordable and flexible way to learn new skills, develop professionally, and provide quality educational experience across the globe. Having an exemplary user interface will make users prefer most MOOC platforms, which inspired this study to know which MOOC platform has usability and better user experience by using the survey evaluation. The main objective of this study is to measure the usability components(effectiveness, efficiency, and overall user satisfaction level) to determine which MOOC platform, Coursera or Udemy, has a better user experience using the heuristic principles. A quantitative research method has been used in this paper, which focuses on sta- tistical, mathematical, and numerical analysis of data collected through surveys, questionnaires, and polls. In this paper, a questionnaire to determine user satis- faction through surveys has been developed. Usability has been evaluated for each MOOC platform (Coursera and Udemy) by calculating usability components. Sta- tistical methods like variance and standard deviations has been calculated using the survey results. Responses from the survey evaluation are collected and are graphically represented in bar graphs and pie charts. Respondent’s timings and statistical method results are presented in a tabular form. The satisfaction level is calculated and represented in a Likert scale format. The usability of two MOOC platforms (Coursera and Udemy) was measured by cal- culating usability components. Better user experience among Coursera and Udemy is measured using usability heuristic principles. This study concludes that effec- tiveness, efficiency, and satisfaction level while performing eight tasks given to the user is similar in both MOOC platforms (Coursera and Udemy). From the survey evaluation, the users preferred Udemy over Coursera.
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