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Spelmekaniker - en granskning av deras lagförenlighet och med användarupplevelsen i fokus : En kvalitativ studie / Game mechanics - from a law abiding and user experience perspective : A qualitative inquirySantinelli, Sebastian January 2019 (has links)
Gamification kan enklast beskrivas som tillämpningen av speldesignselement i en kontext orelaterad till spel. Gamification-mekaniker används inom nätkasinobranschen som ett medel för att engagera slutanvändarna och skapa interaktion mellan användaren och systemet. Syftet med denna studie var att undersöka hur spelmekanikerna inom nätkasinobranschen kan användas utan att vara motstridig till svensk lagstiftning, samt vilka konsekvenser som appliceringen skulle kunna få på användarnas upplevelse. Metoderna för studien var litteraturgenomgång och en fallstudie. Resultatet tyder på att det finns spelmekaniker som inte bryter mot svensk lagstiftning, till exempelvis erfarenhets- och inlösningsbara poäng. Avslutningsvis presenteras förslag på hur de identifierade spelmekanikerna som går emot svensk lagstiftning kan användas och vilka åtgärder spelföretag kan ta för att minimera risker för att spelare, genom diverse spelmekaniker, utvecklar riskfaktorer för problemspelande.
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Smartphone Evaluation Heuristics for Older AdultsCalak, Piotr 20 February 2013 (has links)
Age-related physical and cognitive changes hinder the ability of older adults to operate smartphones. While many user interface (UI) heuristics exist today, there is a need for an updated set designed specifically to assess the usability of mobile devices for an older audience. Smartphone evaluation heuristics for older adults based on age-related changes in vision, hearing, attention, memory and motor control were developed in this thesis by analyzing literature on age-related physical and cognitive changes impacting smartphone usability. Support for heuristics was found by gathering information on how older adults use cell phones through interviews and an online survey. It was demonstrated that strength of support for some heuristics increases with age. The evaluated heuristics provide usability practitioners and designers with a framework for evaluating the usability of smartphones for older adults.
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Designing experiences for virtual reality, in virtual reality : A design process evaluation / Att designa upplevelser för Virtual Reality, i Virtual Reality : En utvärdering av designprocessenBergvik, David January 2017 (has links)
Creating immersive experiences for virtual reality (VR) presents new design opportunities and challenges that do not appear when creating experiences on a screen. Creating prototypes and exploring concepts in VR is today limited to professionals with previous knowledge in 3D application development, and testing 3D experiences requires the usage of an Head-Mounted Display (HMD), which forces professionals to switch medium from the computer to an HMD. With new advances in this field, there have to be new solutions to these challenges. The goal of this thesis is to explore how VR technology can be utilized in the experience design process for VR. This is achieved through a literature study and conducting expert interviews, followed by a hardware evaluation of different HMDs and concept creation using rapid prototyping. From the interviews, a number of issues could be identified that correlates with the research from the literature study. Based on these findings, two phases were identified as suitable for further improvements; Concept prototyping and testing/tweaking of a created experience. Lo-fi and hi-fi prototypes of a virtual design tool were developed for HTC Vive and Google Daydream, which were selected based on the hardware evaluation. The prototypes are designed and developed, then tested using a Wizard of Oz approach. The purpose of the prototypes is to solve some of the issues when designing immersive experiences for HMDs in the suitable experience design phases that were identified by analyzing the interview results. An interactive testing suite for HTC Vive was developed for testing and evaluation of the final prototype, to verify the validity of the concept. Using Virtual Reality as a medium for designing virtual experiences is a promising way of solving current issues within this technological field that are identified in this thesis. Tools for object creation and manipulation will aid professionals when exploring new concepts as well as editing and testing existing immersive experiences. Furthermore, using a Wizard of Oz approach to test VR prototypes significantly improves the prototype quality without compromising the user experience in this medium.
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Instructing workers through a head-worn Augmented Reality display and through a stationary screen on manual industrial assembly tasks : A comparison studyKenklies, Kai Malte January 2020 (has links)
It was analyzed if instructions on a head-worn Augmented Reality display (AR-HWD) are better for manual industrial assembly tasks than instructions on a stationary screen. A prototype was built which consisted of virtual instruction screens for two example assembly tasks. In a comparison study participants performed the tasks with instructions through an AR-HWD and alternatively through a stationary screen. Questionnaires, interviews and observation notes were used to evaluate the task performances and the user experience. The study revealed that the users were excited and enjoyed trying the technology. The perceived usefulness at the current state was diverse, but the users saw a huge potential in AR-HWDs for the future. The task accuracy with instructions on the AR-HWD was equally good as with instructions on the screen. AR-HWDs are found to be a better approach than a stationary screen, but technological limitations need to be overcome and workers need to train using the new technology to make its application efficient.
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Ett beroende mellan användbarhet och hållbarhet : En studie om hållbar interaktionsdesign inom offentlig sektor / A dependency between usability and sustainability : A study on sustainable interaction design within the public sectorSars, Viktoria, Kroon, Hannah January 2022 (has links)
In light of climate change and global warming, the application of sustainability principles in everyday life is becoming a necessity in a variety of circumstances. In an increasingly digital world with pandemic ramifications, optimal functionality and accessibility inside digital platforms are a top priority. There is a tremendous demand for essential digital services that generate better standards and adapt to societal conditions, improve conditions for society, and facilitate day-to-day workflow. The emphasis on factors such as usability and accessibility raises the question of whether there is a comparable emphasis on sustainability in development. Green IT is a concept that is gaining popularity, namely Green User Experience or the already established term SID, Sustainable Interaction Design. This study investigates the usability of municipal websites based on a score derived from comparing the findings of assessments of the websites' sustainability in a broader context. Using a qualitative approach, the data is evaluated and compared with the approaches and justifications of various municipalities. This information was gathered through interviews and analysed using Socio-technical Systems Theory. The outcome is intended to justify a major organisational shift and encourage a greater emphasis on working sustainably in website design and development. In relation to the digital world and the public sector, the study revealed a tendency towards the need for guidelines in order to set a clearer norm from a sustainability standpoint. A more sustainable user experience, where sustainability for municipal websites is viewed as an impact of usability and enhancements that are helpful to the earth as a whole. / Att tillämpa ett hållbarhetstänk i vardagen är mer och mer utbrett, med klimatförändringar och global uppvärmning är det ett krav som även ses i andra sammanhang. I en alltmer digital värld med efterdyningar från en pandemi, där krav på optimal funktionalitet och tillgänglighet inom digitala plattformar prioriteras. Ett stort behov för kritiska funktioner som skapar förutsättningar för samhälle, levnadsstandard för människor och normal arbetsgång sätter fokus på hållbarhet i den utvecklingen. Grön IT är ett begrepp som blivit känt, men inom informationsteknik och digital design finns ett ökat fokus på en relaterad infallsvinkel, nämligen grön UX eller den redan etablerade termen SID, som står för hållbar interaktionsdesign. Studien undersökte användbarhet på kommunala webbplatser grundas i en rankning som kommit av att jämföra resultat från mätningar över webbplatsernas hållbarhet i ett större perspektiv. Genom en kvalitativ ansats tolkades och jämfördes de olika kommunernas tillvägagångssätt och argument, från data som samlades via intervjuer och analyserades utifrån Socio-technical systems theory. Resultatet hoppas kunna motivera en större organisatorisk förändring och gentemot ett mer hållbart arbete vid design och utveckling av webbplatser. Studien visade på tendenser till behov efter riktlinjer för att kunna grundlägga en tydligare standard kring hållbarhetsperspektiv när det gäller den digitala världen och offentlig sektor. En mer grön användarupplevelse, där hållbarhet för kommunala webbplatser kan ses som en effekt av användbarhet och som förbättringar för hela planeten.
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Samtidskonstmuseet och virtuella utställningar i den digitala konstproduktionens tidsålder : ett informationsarkitektoniskt perspektiv på hur museer kan ställa ut digital och digitaliserad konst / Contemporary art museums and online exhibitions in the age of digital art production : an information architecture perspective on how art museums can exhibit digital and digitized artBrinkborg, Iris January 2021 (has links)
Most contemporary artists work digitally in one way or another, despite the fact that established art museums do not offer a platform to display digital art, which means that it is difficult for visitors to find it and that media art will have a lower status compared to physical art. For a long time the art museum business has had a complex relationship with the digitization of physical works, virtual museums and intangible art works. These are discussions that had to be ignored when the pandemic started and the art museums were forced to digitize activities that had previously been completely analogous. This report with associated artifacts strives to map digital exhibition trends and create a digital exhibition format that takes into account artistic intention and the art museum's activities, and puts the user experience in focus. The report concludes that it is difficult to generalize when it comes to art, but that digital exhibitions have great potential because you do not have to deal with gravity, wires and other physical aspects when installing digital works in a physical space. Another conclusion is that art museums must begin to look at the developer as part of the core business for the digitization initiatives to work in the long term. Perhaps the pandemic will ultimately mean that art museums to a greater extent dare to break new ground, test new exhibition formats and become more positive about the possibilities of digital exhibition formats.
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Cloud Computing and the GLAM sector : A case study of the new Digital Archive Project of Åland Maritime Museum.Faruqi, Ubaid Ali January 2023 (has links)
This thesis examines the benefits and drawbacks of cloud computing technology within the GLAM (Galleries, Libraries, Archives, and Museums) sector of Sweden and Finland. It employs the case study of the recently developed and launched Digital Archive Project at Åland Maritime Museum which leveraged the Amazon Web Services (AWS) technology stack to provide a cloud-based digital platform for the museum's archival materials. The primary objective of this study is to understand the interaction, usage, and suitability of cloud computing technologies and the impact of User Experience (UX) (primary users being the GLAM professionals) on digitalization efforts. This study analyzes eight GLAM institutions in Sweden and Finland using semi-structured interviews and compares the trust and readiness of adapting to private cloud service providers. The findings reveal that Finland has a more ‘aggressive’ and experimental approach to newer technologies such as cloud computing tools, compared to Sweden. In Sweden, there is an appreciation for pleasant UX and methods to make heritage material more accessible, but there is also a lot of hesitation due to the data privacy regulations in the aftermath of the Schrems II Judgment and the invalidation of the EU-U.S. Privacy Shield Agreement. The study concludes that AWS as a cloud provider is difficult to incorporate in the public sector GLAM institutions compared to the private sector. The study also provides practical recommendations for GLAM institutions and professionals and calls for further interdisciplinary research with Digital Humanists at the center of it.
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A study investigating the factors that causes delays in construction equipment projects in UX/HMI area / En studie som undersöker de faktorer som orsakar förseningar i byggutrustningsprojekt i UX/HMI-områdetShivalika, Shivalika January 2023 (has links)
This research study investigates the factors contributing to delays in construction equipment projects, specifically in the User Experience (UX) and Human-Machine Interface (HMI) area, with a particular focus on projects conducted at the company Volvo Construction Equipment. The study incorporates a literature review, a mixed-methods approach combining qualitative and quantitative analysis, and in-depth discussions. Through the analysis of existing literature, the study identifies various factors associated with delays in construction equipment projects, including unclear project requirements, challenges in integrating systems and technologies, communication and collaboration issues, inadequate project management practices, and external influences. Building upon this foundation, qualitative interviews and quantitative surveys were conducted to gather insights from project managers, engineers, and other stakeholders at Volvo Construction Equipment. The findings from the data analysis highlight the frequency and average duration of delays in the UX/HMI area of construction equipment projects. Key contributing factors include communication issues, changes in project requirements or scope, insufficient resources or manpower, delays in component/material delivery, and lack of coordination among teams. These factors significantly impact project performance. Participants in the study reported employing various strategies to mitigate these delays, such as improving communication channels, enhancing cross-functional collaboration, investing in training and skill development, and closely monitoring project requirements. The research outcomes provide valuable insights into the relationships between identified factors and project delays in the UX/HMI area at Volvo Construction Equipment. The results emphasize the importance of addressing these factors through improved planning, effective communication, collaboration, and resource management to enhance project efficiency. Furthermore, the study contributes to the field of UX/HMI in construction equipment projects by shedding light on the specific challenges faced by the company and providing recommendations to improve project management practices and minimize delays. Recommendations to future research directions include longitudinal studies to assess the long-term impact of implemented strategies, exploration of emerging technologies in the UX/HMI domain, and evaluation of different project management methodologies for their effectiveness in addressing delays. By addressing these research gaps, further advancements can be made to optimize the UX/HMI area of construction equipment projects, ensuring successful project outcomes. / Denna forskningsstudie undersöker faktorer som bidrar till förseningar i produktutvecklingsprojekt av arbetsmaskiner, specifikt inom användarupplevelse (UX) och människa-maskin-gränssnitt (HMI), med särskilt fokus på projekt som genomförs vid företaget Volvo Construction Equipment. Studien innefattar en litteraturöversikt, en blandad metodansats som kombinerar kvalitativ och kvantitativ analys samt fördjupade diskussioner. I analysen av befintlig litteratur identifieras olika faktorer som är förknippade med förseningar i denna typ av projekt, inklusive oklara projektkrav, utmaningar att integrera system och teknik, kommunikations- och samarbetsproblem, otillräckliga projektledningsmetoder och externa påverkningar. Med denna grund genomfördes kvalitativa intervjuer och kvantitativa enkäter för att samla insikter från projektledare, ingenjörer och andra intressenter vid Volvo Construction Equipment. Resultaten från dataanalysen belyser frekvensen och genomsnittlig varaktighet av förseningar inom UX/HMI-området för denna typ av projekt. Nyckelfaktorer inkluderar kommunikations-problem, ändringar i projektkrav eller omfattning, otillräckliga resurser eller arbetskraft, förseningar i leverans av komponenter/material och brist på samordning mellan team. Dessa faktorer påverkar projektets prestanda avsevärt. Deltagarna i studien rapporterade att de använder olika strategier för att mildra dessa förseningar, såsom att förbättra kommunikations-kanaler, förbättra tvärfunktionellt samarbete, investera i utbildning och kompetensutveckling samt noggrant övervaka projektkrav. Resultaten ger värdefulla insikter i sambanden mellan identifierade faktorer och projekt-förseningar inom UX/HMI-området på Volvo Construction Equipment. Vikten av att hantera dessa faktorer genom förbättrad planering, effektiv kommunikation, samarbete och resurshantering för att förbättra projekteffektiviteten betonas särskilt. Vidare bidrar studien till fältet UX/HMI inom denna typ av projekt genom att belysa de specifika utmaningar som Volvo Construction Equipment står inför och ge rekommendationer för att förbättra projektlednings-metoder och minimera förseningar. Framtida forskningsriktningar som rekommenderas inkluderar longitudinella studier för att bedöma den långsiktiga effekten av implementerade strategier, utforskning av framväxande teknik inom UX/HMI-domänen och utvärdering av olika projektledningsmetodiker gällande deras effektivitet i att hantera förseningar. Genom att ta itu med detta kan ytterligare framsteg göras för att optimera UX/HMI-området för produktutvecklingsprojekt av arbetsmaskiner och säkerställa framgångsrika projektresultat.
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Party to the People : Rethinking how we listen to music on our interfacesSpreitzer, Marie January 2024 (has links)
This thesis explores the role of interaction design in elevating the solitary experiences of music listening by infusing them with the joy and connection typically found in the communal music setting of parties. Drawing upon historical and cultural contexts, the research investigates how music acts as a medium for social interaction and emotional expression, from its political implications in Berlin's techno scene to its power to unite people in clubs and concerts. The project began with a focus on enhancing DJ-audience interactions and evolved into exploring how these dynamic communal experiences could inform the design of solitary listening experiences on digital platforms like Spotify. The research employs a mixed methodology combining auto-ethnography, in-depth interviews, and testing to develop and refine six interfaces that embody the joy of communal music experiences. These interfaces aim to recreate the sense of togetherness and emotional engagement often lost in solitary music consumption. The findings highlight that joy is a deeply personal and context-dependent phenomenon, influenced by the nuances of social interactions and individual emotional states. This insight guides the design of interfaces that adapt to and enhance the listener's emotional landscape. The project contributes to interaction design by challenging conventional design approaches that prioritise functionality over emotional resonance, aiming to serve as inspiration for designs that value emotions as central to the interaction experience. It also proposes future research directions focusing on the ethical implications of emotionally driven design and the potential for these interfaces to foster deeper connections in an increasingly digital world.
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User perspectives and usability insights in a self-service portal : Uncovering Opportunities for enhancing the user experienceMatloobtalab, Mehrnaz, Iversen, Philip January 2023 (has links)
In the era of digital transformation, the need for more efficient self-service technologies has increased, particularly after the COVID-19 pandemic, which highlighted the importance of reducing physical interactions. Although there is some research on self-service technologies, there is a lack of research on the usability of internal self-service portals which are used within organizations. This study aims to address this gap by applying the Technology Acceptance Model (TAM) and the design principles within Human-Computer Interaction (HCI) field to examine the usability of a self-service portal in a university in Sweden. The study adopts a mixed-method approach, incorporating data collection techniques such as cognitive walkthrough and semi-structured interviews for qualitative data, as well as System Usability Scale (SUS) questionnaire, and some other quantitative measurements for collecting data. Findings from the quantitative analysis through the System Usability Scale (SUS) results indicate a good to borderline OK design, with user satisfaction affected by the number of clicks and time required to complete tasks. Findings from the qualitative analysis reveal important factors influencing user experience, including user perception of the portal's design, learnability, impact of access to multiple systems, influence of easy-to-reach IT assistance, impact of insufficient information and guidance, lack of awareness, user desires, and suggestions for the design. The study concludes with the development of design guidelines based on the identified themes, aiming to enhance the usability of the self-service portal. These findings contribute to the understanding of self-service portals' usability within organizational contexts and provide actionable recommendations for improving the design and the user experience.
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