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Where did my money go? A practical investigation towards users’ overspending behavior on online payment solution.Zhang, Hangning January 2022 (has links)
When entering the age of information technology, cash payments were slowly been replaced by other methods including credit cards and online payment applications. On one hand, it brings convenience, on the other hand, people potentially spend more money than before. Previous researchers suggest multiple ways to reduce the overspending behavior on credit card payments, but rarely have these methods been tested in an online payment solution context. This study adopted these methods and categorized them into two groups, visual cues, and financial management mechanics. These two groups of the solution then been translated and develop into three practical prototypes, two of each and one prototype having two groups combined. All prototypes are developed based on a commonly used online payment application named Swish in Sweden. These prototypes are later been tested by ten participants. The results show both groups of solutions have a positive influence to reduce users’ overspending behavior and having them combined provides further complement effects. The study provides empirical data and practical design implications in addressing the overspending issue of an online payment solution.
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Tillgänglighet och användbarhet för synnedsatta på offentliga webbplatser / Accessibility and usability for the visually impaired on Public Authority’s websitesAbo Aleneen, Rania Abd Alsalam, Goman, Jane, Aras Nouri, Awan January 2024 (has links)
This study analyzes the accessibility and usability of Swedish Public Authority´s websites for people with visual impairments, this was done with an online-survey answered by 51 respondents (35 respondents with a visual impairment and 16 without). Based on their answers a manual review of one sample website was performed. The users who participated in the survey raised problems regarding text size, navigation and insufficient compatibility with digital visual aids. The manual review shows that the sample website does not comply with WCAG guidelines 1.2.5, Audio description (prerecorded) ; 1.4.4 Resize Text ; 2.1 Keyboard Accessible ; 3.3.1. The study discusses accessibility and usability from the perspective of the visually impaired and their suggestions to optimize Public Authority’s websites based on those two criterias. The study concludes with a discussion of validity, reliability and future research opportunities.
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Enhancing User Experience Design workflow with Artificial Intelligence ToolsMortazavi, Arezou January 2023 (has links)
This thesis explores the intersection of Artificial Intelligence (AI) and User Experience (UX)design, aiming to leverage AI capabilities to enhance the overall user experience designprocess. The research included user interviews, data collection, and the usage of AI toolsto enhance efficiency. The collaboration with a company provided insightful informationand directed the research toward investigating AI capabilities in UX design. The studyclarifies the advantages of AI design tools, their impact on the UX design procedure, and thepossibility of further developments. It ends by introducing the AIUX app concept, whichprovides a streamlined and collaborative approach to UX design. The results highlightthe significance of a balanced approach, where AI enhances rather than replaces humancreativity and invention. As AI technology develops quickly and is increasingly included indesign tools, this thesis offers a starting point for further study.
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Designsystemets potentiella roll i en webbyrås verksamhet : Ett designarbete med fokus på tillämpningen av en förebildsanalys / The potential role of a design system in the organization of a web-agency : A design work with focus on using an analysis of precedentsHarald, Lovisa, Åström, Jonna January 2023 (has links)
Företag som Airbnb, Google och IBM har förändrat sättet de designar digitala produkter på genom att integrera sina egna unika designsystem. Med hjälp av repeterbara komponenter, tillsammans med en uppsättning standarder som vägledning för hur dessa komponenter ska nyttjas, har alla dessa företag kunnat effektivisera skapandet och innovationen inom sina designteam. Syftet med följande studie var att undersöka hur ett sådant system bör utformas för att kunna användas inom en webbyrås verksamhet och om förebildsanalys kan vara en lämplig metod att nyttja vid utformningen. Arbetet ämnar således att besvara två frågeställningar: 1) Hur kan ett dynamiskt designsystem utformas för att tillgodose webbyråns behov? 2) Är förebildsanalys ett passande metodval vid utformningen av ett dynamiskt designsystem? För att besvara frågeställningarna har en förstudie i form av intervjuer genomförts med utvecklare och produktägare på en webbyrå. Tillsammans med en förebildsanalys och ett teoretiskt ramverk för visuell användbarhet utgör de grunden för designarbetet. För att utvärdera den slutgiltiga designen genomfördes en avslutande workshop med informanterna som intervjuades under förstudien. Arbetet landade i en generell verktygslåda, bestående av en samling text-, bild- och videoblock som sedan nyttjades för att ta fram de slutgiltiga visuella mallförslagen. De utgör tillsammans studiens huvudsakliga kunskapsbidrag, ett uppdelat designsystem. Resultatet visade även att en förebildsanalys kan bidra med viktiga insikter, både av estetisk och strukturell karaktär, som i sin tur kan utgöra en väsentlig grund till designprocessen.
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Konsumtionsstil : Den hållbara garderoben i mobilenBerner-Wik, Elin January 2022 (has links)
Detta examensarbete är baserat på en designprocess som går ut på att influera kvinnliga klädkonsumenter i åldrarna 17-25 att göra mer hållbara val. Fast fashion är ett välkänt globalt problem i dagens samhälle och även om människor är medvetna om problemet, fortsätter vi att mätta marknaden. Varje individ har makten över sin egna garderob, däremot saknas det vägledning i hur man ska göra den mer hållbar. Genom att göra en designprocess som var inriktad på att jobba nära målgruppen har problemet undersökts. Arbetet utvecklades till ett koncept av en mobilapp som riktar sig till unga kvinnliga konsumenter och som genom nudging leder dem i en grönare och mer hållbar riktning, genom att de ser sitt köpbeteende och även får slow fashion tips.
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Navigating the Third Dimension on the Web : User Experience of navigation models in three-dimensional non-immersive e-commerce showroom websitesPersson, Tuva, Wahle, Pauline January 2023 (has links)
With the increasing prevalence of websites that incorporate a third dimension into the scene, it is important to evaluate the usability of these virtual environments. This research contributes to existing knowledge of 3D navigation by exploring and evaluating the user experience of three navigation systems commonly used on three- dimensional websites: General Movement (Exploration), Targeted Movement (Search), and Specified Trajectory Movement. The study uses a within-subjects design, with a test audience consisting of 13 participants. Data was collected using observation and eye-tracking on sample websites representing each navigation technique, followed by a questionnaire. As this study distinguishes the two key aspects of user experience in pragmatic and hedonic values, results indicate that the new forms of website navigation are high in hedonic potential while varying in pragmatic usability. The results indicate that General Movement and Targeted Movement have an overall positive impact on user experience, as they are easy to understand and use. However, Specified Trajectory Movement is found to provide a poor user experience due to the lack of control over movement, resulting in frustration.
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I menscykelns spår : Form, funktion och representation i tre mensappar / In the tracks of the menstrual cycle : Form, function and representation of three period tracking appsH Geijer, Astrid January 2023 (has links)
This thesis brings period tracking apps into the discourse of menstruation. How we speak of and communicate around periods contribute into building the idea of the menstruation and, by extension, the female body and femaleness. This is also true for visual communication, which is why this thesis analyses the form, function and representation of three of the most popular period tracking apps. The questions posed are: What are the most important characteristics of the general visual appearance? How are the apps meant to be used? In what ways can form and function be placed into a cultural historical context with focus being on symbolic representation? To answer these questions a method of semiotic analysis paired with case studies are used. Previous research has shown that period tracking apps in some ways play into the idea of menstruation as a taboo. This essay shows that the notion of menstruation as something to be kept and handled in private is present in the design of the apps.
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User Interface Supporting Forest Machine Operators : Improve User Experience and Adaptability through Accessibility and PersonalizationKrantz, Irma January 2023 (has links)
Forest machine operators work in an environment that requires simultaneous monitoring of several factors. This is done using a control and information system, MaxiXT, that should provide the right information at the right time. The interface plays an important role in improving efficiency and promoting a favourable working environment for operators. Therefore, it is important to have an interface that effectively meets the needs of users. The objective of this study was to design a prototype of a user-friendly interface that makes it easy for the forest machine drivers to find the information they need. The design thinking methodology was used in this study, with a focus on forest machine operators who are the users of the control and information system. The process involves conducting user research and user testing. The insights gathered from the user research, combined with the findings from literature studies, served as the foundation for developing the prototype. The prototype was tested in both Mid-Fi and Hi-Fi versions, generating valuable feedback and insights. Overall, the impressions of the future users were highly positive. The diverse personalities and backgrounds of the users revealed varying interests in interaction and expectations from the control and information system. This highlights the potential for personalizing the interface, while also providing default settings based on the most typical preferences of Swedish users. To ensure broader usability across a wider user group, it is essential to supplement this information with input from users in other countries.
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Designing for reminiscence : Exploring design concepts for digital mementos and social interactionBröms, Ylva January 2023 (has links)
Mementos are keepsakes that support memory and reminiscence of lived experiences, people, and locations. Memories have both individual and social functions, where sharing experiences with others facilitates and maintains relationships and social connections, and belonging to other people. With access to digital technology, the collection of mementos has changed from physical to increasingly digital items. This has created new challenges in the usage and interaction of mementos. This project aimed to understand what elements influence interaction with digital mementos and how they can support social interaction. The research through design methodology was utilized as a foundation of the design process, and with a questionnaire, interviews, a variety of design exploration methods, and prototyping led to the validation of the concept Re:Vive - a mobile app prototype that supports collection and interaction with digital mementos. The outcome of the project showed that the process of collection, curation, and interaction influences engagement with digital mementos. Varied memento types, prompts, and reflections can be used when designing to encourage active engagement. Digital mementos can support social interaction through the use of mementos by supporting conversations, creating active participation in the experience, and inspiring future social events. This work provides a foundation for future studies on social interactions and digital mementos. / <p>Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet</p>
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Förbättring av användbarhet på Husqvarnas fästanordning / Improvment of mobility on Husqvarna fastening deviceVera Contreras, Alexandra, Wennerdahl, Jesper January 2022 (has links)
One of Husqvarna AB's largest customer segments is Green Space Professionals (GSP). Being aGSP means taking care of a large variety of green areas such as golf courses, parks, and footballpitches. The diversity within the GSP profession makes it very important to adapt the productsto many types of people by involving the end user as much as possible in the productdevelopment process.The first part during the study has been to define usability based on theory and how this can beapplied to the current fastening device. The end user was involved in order to obtain a deeperunderstanding of areas of potential improvement that exist within the current fastening deviceand the consequences of these. A literature study was conducted with the aim of setting up atheoretical framework on human interaction with products. It became clear that the currentfastening device lacks features that satisfies certain aspects of usability. The connectionbetween the user and the theoretical framework contributed to a set of functional requirementswhich could be compiled into two important factors.The second part of the study was to apply these factors in a concept. The development of theconcept was carried out with classic tools for development of concepts and prototypes, whichinclude elements such as idea generation, screening, and prototype development.The third part was to evaluate how well the factors were applied through the concept andwhether these factors increased the usability of the concept.After the interview results were linked to the theory, it could be concluded that the twoimportant factors that needed to be improved, Time consumption and Response. A conceptwhich involves the developed factors and is based on the principle "quick release" wasdeveloped. With a complete concept and with the factors in mind, a user study was designedwith the intention of evaluating these factors and the usability in general based on thetheoretical framework. The user study consisted of four sub-parts, a visual test, a blind test, atime test, and a questionnaire. The results from the tests showed that a significant differencewas achieved regarding the two factors. This was further confirmed by the results from thesurvey, where it was clear that the participants also experienced the new concept as faster,smoother, and easier to understand.With the documentation presented, it can be stated that a change in line with what has beenproduced in this work, would with most certainty improve the usability of the fastening device.Keywords: Usability, UX-design, User experience, User study, User involvement, DoubleDiamond, Triangulation
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