81 |
"Daglig dator" : Combating computer anxiety through daily online exercisesJohansson Åhed, Fredrik January 2020 (has links)
It’s well known that the contemporary rapid development of technology has created a digital divide between those who adopt and use the emerging digital services, and those who don’t. The ones who fail to adapt to the new digital society, is at great risk of being completely excluded from it, which strips away both social, health related and economical opportunities. These people are often seniors, and multiple factors weigh in on their non-participation. One of the more common factors are technology relates stress, and in extension, computer anxiety. While there exists literature on how to reduce computer anxiety, it’s often linked to physical training courses that the user can sign up for. The purpose of this study is to explore a completely digital solution, based upon the loose principles identified by Dos Santos and Santana (2018). This is done through the creation and evaluation of a senior-oriented website, that offers the user daily exercises in basic computer management, knowledge, and safety, with the goal of reducing computer anxiety. The results show both that the principles indeed can be used as design guidelines, and that my design has potential, although some adjustments have to be made.
|
82 |
Sustainable web design in the e-commerce sector : Evaluation and proposed improvement of existing guidelinesBernataviciute, Viktorija, Balogh, Ráhel Anna January 2022 (has links)
In recent years, the web development industry has made websites more sustainable through green hosting and sustainable approaches in both back-end and front-end levels of websites. This study evaluates and aims to improve existing guidelines for designing lower-impact websites in the e-commerce sector. First, the study investigates the Internet users’ awareness of the Internet’s carbon footprint and their impressions of existing lower-impact websites. This data is then used to construct and conduct focus groups. The Internet’s impact on the environment and existing lower-impact website solutions are further analysed and dis-cussed in the grocery e-commerce context. These findings are then used as a base to build a lower-impact grocery e-commerce website prototype and test it with users and evaluate its attractiveness based on a hedonic/pragmatic model. The study reveals that users are pretty acceptive of the front-end changes to a website to make it more sustainable and willing to change their online habits. However, as current user awareness and knowledge about the Internet’s carbon footprint is very low, any changes to the User Experience (UX) of a website to make it more sustainable need to be communicated to the user.
|
83 |
Touch gestures in a medical imaging IT system : A study exploring how to support the design process with tools to achieve a consistency in the use of touch gestures between productsLindholm, Hanna, Pote, Jenny January 2023 (has links)
The lack of existing guides or recommendations to design for touch is the cause of an opportunity to create a more efficient process for people designing a touch-based system. Today the process is highly time consuming and leads to inconsistency between products which impacts the user experience in a negative way. Therefore, the aim of this thesis is to create tools to help UX-designers or developers in the process of constructing touch-based systems with consistency in between platforms. However, challenges arise in consideration of the degree of structure the guide should give to achieve a general yet user friendly experience, specifically in terms of the medical imaging field. To fulfill the aim, the approach of Research through Design is applied throughout the process, with a focus on user testing with the users in healthcare to validate the pairing of touch gestures in a medical imaging system. The conclusion of this thesis includes how to generally use touch gestures in different fields and the process of deciding which functions to assign a gesture to. The knowledge is applied in the result of the thesis work, which is the guidelines and the information cards, that concludes how to support UX-designers and developers in their work with touch gestures.
|
84 |
What do ADHDers Need? : Working Towards Establishing Guidelines and More Ethical Methods for Designing for and with the NeurodivergentTurner, James January 2023 (has links)
In this paper, I begin the first steps towards developing more ethical methods for designing for users with ADHD by investigating what needs stakeholders have when interacting with technology. Current interaction design projects concerned with ADHD are largely focused on children—ignoring adults with ADHD. Their aims and methods are problematic, potentially harmful, and erase experiences of those with ADHD by excluding them from the design process. These projects treat the ADHD community as a list of symptoms to be fixed by training behaviors—a practice that has been demonstrated to cause harm. Influenced by the Crip Technoscience, Neurodiversity, and Self-Advocacy movements and utilizing participatory/co-design methods I investigate the needs of users with ADHD by engaging with them throughout the process, ultimately leading to the development of preliminary guidelines for designing for ADHD accessibility which are presented in this paper alongside design examples and discussion of possible future work.
|
85 |
Designing for Web Sustainability: The Potential of Nudges and Sustainable Web Design in Reducing the Environmental Footprint of Communication Platforms : Development and evaluation of a fictional communication platform with a sustainability-focused approachThiess, Anne, Andersson, Joella January 2023 (has links)
Digital communication through communication platforms has increased and changed significantly during the last decade and recently not least because of the corona pandemic, which has shifted many face-to-face activities to the internet (Obringer R. , et al., 2021). This paper firstly contains a quantitative survey study that investigates human behaviour and their experience on digital communication platforms with a focus on media transfer of photos and videos. Afterwards, the data sizes of various media after transfers through diverse communication platforms are explored in an experiment. This is followed by the development of a prototype in which sustainable design is implemented and aim to nudge the user to more sustainable-friendly digital behaviour relating data transfers of media and the settings of a communication platform. Finally, the prototype undergoes usability testing through which the user experience and positive environmental impact is evaluated. The findings reveal that the implementation of sustainability-focused nudges, features and design within a communication platform can lead users to more sustainable decisions in one or more areas of the platform and thus improve its environmental footprint.
|
86 |
TELEHEALTH BEYOND DISPARITIES & DIVIDES : Rural care practitioners’ adoption of telehealth: a case studyCheema, Shazada, Robertsson, Emelie January 2023 (has links)
Telehealth in rural and underserved areas are increasing rapidly due to centralization and cutbacks in healthcare. Since many telehealth studies has a patient-centered focus or organizational perspectives, we find a gap in research regarding practitioners' view in the unique contexts of rural areas. The question we seek to answer is how rural care providers experience telehealth solutions and what factors influence the adoption of its use. A mixed method case study with an interpretative approach is employed, examining a sample of rural cottage hospitals and their healthcare personnel in Northern Sweden. Data is collected through interviews, observations, and an online survey. Our thematic analysis reveals crucial connections between urban and rural settings causing sociocultural barriers. Education and tailored telehealth solutions considering the uniqueness of rural areas are thus recommended. Flaws in routines and interface design also contribute to the lack of interaction, thus the importance of user-centeredness with consideration of the urban-rural-divide and digital literacy disparities is highlighted. By offering insights into the practitioners' perceived experiences and the challenges they face, this study contributes to a more comprehensive understanding of telehealth implementation and utilization in rural areas and provides insights for improving user experience and adoption.
|
87 |
Разработка концепции внедрения UX-бенчмаркинга мобильного приложения : магистерская диссертация / Development of the mobile app UX-benchmarking implementation conceptМеташева, Я. С., Metasheva, E. S. January 2021 (has links)
В работе описаны теоретические аспекты проектирования интерфейса, методы исследования и оценки пользовательского опыта. На практике представлено применение методов UX-исследований, рассмотрена деятельность предприятия. Разработан проект продукта для оценки эффективности UX-дизайна мобильных приложений. / The work describes theoretical aspects of UX/UI-design, methods of UX-research and UX metrics. It also presents the usage of UX research methods and organization’s operations. The project of a product that evaluates mobile application UX efficiency is developed.
|
88 |
L'éditorialisation du film de famille : l'architexte Famille TM comme support d'un exercice de la mémoire / Home movies editorialization : exercice family's memory through the Famille TM architextLeyoudec, Lénaïk 17 January 2017 (has links)
Cette recherche menée au sein du pôle de recherche et développement de la société Perfect Memory s'intéresse à l'accompagnement de la mémoire familiale via un dispositif technique, interrogé par le prisme des sciences de l'information et de la communication. Elle propose la construction d'une approche d'éditorialisation du document numérique permettant à chacun de s'approprier son patrimoine culturel au travers de l'utilisation du dispositif technique co-construit, l'application Web Famille TM. L'interrogation du milieu socio-économique de la préservation et la valorisation du patrimoine culturel du particulier, auquel Perfect Memory appartient, nous amène à nous interroger sur les enjeux d'un rapprochement entre les notions de « numérique » et de « mémoire ». Un cadre théorique est ainsi construit, le document numérique est appréhendé comme support d'un exercice de la mémoire, permis par la médiation du dispositif technique. L'éditorialisation, en tant qu'ensemble d'opérations réalisées sur le document numérique par l'intermédiaire du dispositif technique, est placée au cœur de notre problématique axée sur les modalités d'accompagnement des pratiques mémorielles via le service Famille TM. La construction de notre approche d'éditorialisation est séparée en deux moments. Dans un premier temps, un corpus de documents numériques - productions familiales préservées par différentes institutions patrimoniales - est interrogé par une méthodologie sémiotique afin d'extraire les éléments saillants invariants à leur interprétation, que nous rassemblons sous l'appellation de marqueurs de mémoire. Dans un second temps, les catégories de marqueurs construits sont transcrites en recommandations éditoriales et ergonomiques destinées au dispositif technique Famille TM. Articulé jusqu'ici autour d'un axe unique - la documentarisation de l'archive -, le dispositif est enrichi de deux nouveaux modes - cinématographique et privé -, constituant autant de points d'entrée supplémentaires dans le document versé par l'utilisateur sur le service. L'approche d'éditorialisation du document est ainsi décomposée en trois modes, comportant chacun différents scénarii, articulation de fonctionnalités et d'une expérience utilisateur spécifiques, construits pour le service Famille TM. / This research project was made at the R&D department at Perfect Memory and focus on how to support family memory via a technological artifact. We question the artifact through the prism of information and communication sciences. The project offers to build a new approach, that of the editorialization of digital documents, enabling each user to rediscover their cultural heritage. This can be done by means of Famille TM, a co-built Web app. Following a study of the cultural heritage market as applied to private individuals, to whom Perfect Memory belongs, we proceed to a cross analysis of two concepts : "Digital" and "Memory". Starting from these, we built a theoretical framework in which we consider digital documents as a base for memory training. The technological artifact allows such training through a mediation process. Editorialization, as a set of processes made on the digital document through a technological artifact, appears as central to our concern: to design ways to support memory habits through Famille TM. We divide the construction of an editorialization approach into two steps. First, we build a corpus of digital documents - home movies - from various cultural heritage organizations. Then we interrogate the corpus through a semiotic methodology in order to gather salient and invariant elements in each interpretation. We name them memory markers. In a second step, we transcribe the markers categorization into editorial and ergonomic recommendations for Famille TM. Until today, the technological artifact consisted in one single mode: the documentation of archives. We introduce two extra modes: the cinematographic experience and the private experience. Each mode provides the user with an original entry point into documents uploaded on the app. To summarize our editorialization approach, we implement three modes into Famille TM and for each of them we design several scenarios made up of specific features and user experiences.
|
89 |
“Det borde en seende också förstå att det inte funkar” : En studie om tillgänglighet för synskadade i grafiskt material.Hall, Sofia, Sandén, Lina January 2023 (has links)
I takt med teknologins utveckling växer även klyftan mellan visuellt innehåll och synskadade användare, då visualitet är den primära källan för informationsdesign. Denna artikel har som ändamål att undersöka hur en designer kan anpassa sin design och designprocess för att öka inkluderingen och minska kunskapsluckan. Artikelns litteratursamling berör ämnen som visual search, färgblindhet i samband med kontraster och andra indikatorer, formgivning och dess principer, detta skapade en bred grund för undersökningen och dess ändamål. Utöver informationssamling genomfördes intervjuer med Synskadades Riksförbund samt Unga med Synnedsättning Syd, för att skapa förståelse kring synnedsatta och deras behov. Resultaten baserades på relevant litteratur, information från metoder som intervjuer och användbarhetstest och ackumulerades i en tillgänglighetsmall gestaltad i en grafisk profil och webbplats för ett mock-up företag. / As technology advances, the gap between visual content and visually impaired users also grows, as visuality is the primary source of information design. This article aims to explore how a designer can adapt their design and design process to increase inclusivity and reduce the knowledge gap. The literature review of this article covers topics such as visual search, color blindness in relation to contrasts and other indicators, design and its principles, which created a broad foundation for the investigation and its purpose. In addition to information gathering, interviews were conducted with the Synskadades Riksförbund and Unga med Synnedsättning Syd, to gain an understanding of the visually impaired and their needs. The results were based on relevant literature, information from methods such as interviews and usability tests, and were accumulated in an accessibility template designed in a graphic identity and website for a mock-up company.
|
90 |
The Attention Crisis of Digital Interfaces and How to Consume Media More MindfullyLiu, Kristen M. 01 January 2019 (has links)
Digital forms of media are monopolizing individuals' attention spans, utilizing visual strategies that demand our interactions. Throughout the history of media technology, mediums have become increasingly immersive, presenting more information than ever before. The user interface designs of digital platforms can damage our ability to focus and distribute attention in meaningful ways. Through analysis of our digital media consumption, this capstone project ultimately proposes mindful practices that help us lead more balanced lives and thrive in the digital age. The second half of this capstone project is a digital zine with digital illustrations, animations, and editorial-style articles. The digital zine emphasizes and subverts the elements of digital platforms that are specifically damaging to users’ patterns of behavior.
|
Page generated in 0.483 seconds