Dissertations / Theses on the topic 'Interaction and experience design'

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1

Bergström, Emil. "Exploring User Experience designers experiences working with Machine Learning." Thesis, Högskolan i Halmstad, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44633.

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The user experience (UX) design practice (c.m.p interaction design practice) has started to make profound changes in designing intelligent digital services using Machine Learning (ML) to enhance the UX. ML has the capability to enhance the user’s experience, for example, facilitating more accurate decisions or improving efficiency in achieving one's goals. However, research suggests that ML is a challenging design material in design practice, such as not envisioning the best-suited solution because of not comprehending data dependency when prototyping or the lack of tools and methods for evaluating the solution. Without a doubt, ML opens new doors for UX designers to be creative in their practice. However, research indicates that lack of knowledge transfer into UX design practice may hamper this potential. This paper explores how UX designers experience ML. The findings resulted in 5 experiences: 1) Absence of competence, 2) Lack of incentive for competence development, 3) Challenging articulating design criteria, 4) Mature vs. Immature customers, 5) Lack of support for ethical concerns. I discuss the implications of these findings and propose how we can understand UX design practice and opportunities for additional design research to support designers working with ML.
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2

Strindlund, Nathalie. "Exploring relations between Interaction attributes and Pleasures in multisensory interactive art." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23788.

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The interest in designing interactive systems is going beyond their functionality and more towards their aesthetics. Often, research fails to address how qualities of the interaction as a medium can actually create pleasurable experiences. However, it points out the importance of understanding temporal aspects of interactions to understand their aesthetics. The aim for this thesis is to address this by the creation and evaluation of an interactive artwork working as a platform to explore relations between Interaction attributes and Pleasures, as well as how temporal aspects in interactions can affect these Pleasures. This to help interaction designers think more clearly around and make better design choices regarding interactions within interactive systems. The results of this showed that there can be many such relations, but also that they are complex. Additionally, it is discussed that Pleasures might also partly be experienced before or after the interaction with the artwork.
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3

Ring, Lisa. "Designing the Mobile Web: Guidelines for User Interactionand Experience." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-87199.

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The area of mobile web is evolving rapidly but there are still no consensus regarding recommendations or best practices within the topic. Therefore this thesis is focused on interaction design within mobile web and compiles many dierent theories into guidelines for mobileweb design. The thesis may also be used as a foundation when deciding whether to developa native mobile application or a mobile adapted web application, or when choosing betweena separate mobile web application and a responsive web design.Components that are especially considered in this thesis are form elements and navigation menus. These are discussed relative to interaction on small touch screens such as smartphones and tablets. For example, text input elements can be optimized for the intended input format and one can take advantage of the device's native components for e.g. time and date input. A prototype of a responsive web application is also developed to further exemplify the theoretical theories. This is a exploratory study for the Swedish magazine Resume in collaboration with The Mobile Life and is focused on convert the original site into a responsive design, but still retain the overall Resume look and feel.
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4

Woolley, Elise M. "Fun: An Exploration in its Relevance to Interaction Design." The Ohio State University, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=osu1280119375.

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5

Mejia, Hector. "Emplant - Designing for a human experience in the transhumanist era." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-136978.

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Ludwig Wittgenstein, austrian-born philosopher, wrote that “the limits of my language mean the limits of my world. All I know is what I have words for”. We tend to think so highly of our language because we think so highly about ourselves. Yet imagine be- ing able to communicate emotions without words. Words can’t express the visceral nature of our emotions. Words aren’t enough. How can we experience our emotional world, and others, in a more visceral, primitive way? This project proposes the creation of a new sense, using embodied technology, to allow human beings to have a different experience of each other’s emotions, through the study of the long distance relationship scenario. In this human augmentation scenario, design, and specially speculative design have an inherent power to create discussion, awareness and bring attention to how the new developed technologies could affect our existence. This project is meant to ask questions rather than nd a solution. It is meant for ev- eryone who is ready to think about the future of human beings and our evolution as a species. This document presents an overview of the ve (5) months project while detailing the extension of the work and exploration of the product proposed for emotional human augmentation.
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6

Möller, Rebecka. "How to create interaction moments at concerts : Designing user experiences." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232128.

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The concert industry has been expanded enormously the last couple of years. At the same time as the increasing engagement for concerts, the digital market is growing rapidly. Today during concerts, people use their smartphones to send text messages, connect on social media, take photos, record film clips, and use the flashlight function in a replacement of a lighter. This behaviour may be perceived as a distracting moment and instead moves the person’s focus from the live performance to the phone. The distracting moment can be solved by making an application that makes the interaction more enjoyable through the study of user experience. This can lead to more focus on the music and therefore, enhance the concert experience. In this project, the work behind the development of designing prototypes is described. The method used in the thesis is the process of Design Thinking. The process is divided into a five-step model: empathize, define, ideate, prototype and test. The result presents three prototypes that are based on digital competitions that interact the audience during a concert experience. At the end of the thesis, a discussion about how to secure a positive outcome of interacting the audience and the artist is presented. The conclusion was that the interactions have good potential to work in a concert environment, but the interactions need to be additionally tested to secure a positive outcome. Another conclusion was that the time before a concert has more scope to make interactions work well and to not distract the users from the live performance.
Konsertindustrin har expanderat enormt de senaste åren. Samtidigt som det ökande engagemanget för konserter, växer den digitala marknaden snabbt. Idag använder publiken sina mobiltelefoner under en konsert för att skicka textmeddelanden, ansluta på sociala medier, ta foton, spela in filmklipp och använda ficklampans funktion som en tändare. Det här beteendet kan uppfattas som ett distraherande ögonblick och i stället flytta personens fokus från konserten till telefonen. Det distraherande ögonblicket kan undvikas genom en studie av användarupplevelse som gör att en mobilapplikation gör samspelet smidigare. Det kan leda till mer fokus på musiken och genom det förbättra konsertupplevelsen. I det här projektet beskrivs arbetet bakom utvecklingen av prototyper. Metoden som används i rapporten är processen Design Thinking. Processen är uppdelad i en femstegsmodell: sympatisera, definiera, föreställa, prototyp och testa. Resultatet presenterar tre prototyper som bygger på digitala tävlingar som interagerar publiken under en konsertupplevelse. I slutet av rapporten presenteras en diskussion om hur man kan få ett positivt resultat av att interagera publiken och artisten med varandra. Slutsatsen var att interaktionerna har god potential att fungera i en konsertmiljö, men interaktionerna måste testas ytterligare för att säkerställa ett positivt resultat. En annan slutsats var att tiden före en konsert har mer spelrum för interaktionerna att fungera bra och att inte distrahera användarna från konsertupplevelsen.
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7

Kaltenbacher, Bridgette Gertraude. "Intuitive interaction steps towards an integral understanding of the user experience in interaction design." Thesis, Goldsmiths College (University of London), 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.514297.

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8

Tan, Michelle. "Connecting dots : interaction design for holistic learning." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2014. https://ro.ecu.edu.au/theses/927.

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Connecting Dots proposes that new media such as interactive websites can be developed using a design framework based on elements of holistic education identified by Miller (1996) as Balance, Inclusion and Connection, so that holistic learning can be achieved. Recognising the negative consequences of the focus on meritocracy, the Singapore government have in recent years advocated for a transformation of the education system to include opportunities for holistic learning. This research contends that holistic learning is a responsibility that has to be shared by both the education system and families. This should be cultivated in a child from an early age so that a strong foundation for life-long learning can be established. As children are increasingly exposed to media technology at an early age, there is a pressing need for online content to provide families with a platform to engage their young holistically. Using t he design framework, an interactive website, also titled Connecting Dots was developed and tested through a qualitative study as part of a practice-based research that uses an iterative and incremental development process. With the appropriate methods used to collect and analyse data, the research endeavors to develop design recommendations that can be transferred to other interactive websites that promote holistic learning, not limited to the Singapore context.
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9

Fan, Siyuan. "Integrating design into interactive personal medicine education experience." University of Cincinnati / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1378195790.

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10

Dunbar, Michael James, and miek@collabo net. "Beyond Skin Deep: Exploring the contribution of communication design within interaction design projects." RMIT University. Media and Communication, 2009. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20091029.110723.

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This research has explored potential ways for understanding the contribution communication design makes within the field of interaction design; specifically projects that have involved the design of web-based interactive systems. As a practice-based design investigation, this research has been conducted through a series of interaction design projects within the context of a Collaborative Research Centre, and have often included working with industry partners. I will refer to these as projects throughout this exegesis. In this exegesis, I will argue that communication design can make a valuable contribution to interaction design projects, and that this contribution can be facilitated by understanding interactive systems in terms of the role that they play in our everyday experience of the world. This exegesis presents the central argument of the research and how the research questions were investigated. It presents the projects through which the research has been conducted, and through discussion, presents the discoveries and knowledge gained through this research. The total submission for this research consists of the exegesis, exhibition, and oral presenation. Throughout each mode of delivery I will share how the research questions were investigated.
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11

Dikdur, Ezgi. "Physical Pain In User-product Interaction." Master's thesis, METU, 2011. http://etd.lib.metu.edu.tr/upload/12613547/index.pdf.

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The main focus of the multidisciplinary nature of design is to provide users a better life in terms of enabling the products to be safe, usable and pleasurable to use. Therefore, physical pain is always avoided. However, physical pain is involved in our daily lives, not only as an avoided concept, but also as a constructive concept. It is used for functional or hedonic purposes
whether consciously or not. The focus in this research is exploring these &lsquo
used&rsquo
pains, and their relations to product design
in other words, how products are (or how they may be) used or manipulated to use pain instead of avoiding it. Eventually, the aim is to map the pain experience as a constructive element of experience and to come up with a statement for the usage of physical pain in product design as a beneficial tool, instead of just being a tool for pleasure as it has been used in product design till now. In order to explore the pain experience with products, a contexmapping study and a focus group study have been done. The phenomena of &lsquo
good, transitional and bad pain&rsquo
were introduced. Following this, pain experience with products model was proposed utilizing the results of the studies and for the exploration of the implementation of the model in practicum, a generative session study to obtain initial design ideas was done.
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12

Hart, Jennefer. "Investigating user experience and user engagement for design." Thesis, University of Manchester, 2015. https://www.research.manchester.ac.uk/portal/en/theses/investigating-user-experience-and-user-engagement-for-design(d0f13517-fea8-4188-84a3-198c7d3ede71).html.

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Understanding the interactive experience of using digital technologies is a complex process. Traditional methods of evaluating interactive technologies originate from usability, which focuses on ease of use, ease of learning and performance. User Experience (UX) emerged from the recognition that usability alone does not account for the more subjective emotional responses experienced when interacting with a product. Although the term UX has become widely accepted within the area of Human Computer Interaction (HCI), its definition still remains unclear, making it difficult to evaluate and design for. This thesis adopts a hybrid perspective by bridging the division between the reductionist and holistic approaches to UX research. Using a multi-methods approach that combine the strengths of both quantitative (objective) and qualitative (subjective) methods, will provide deeper insights into the users’ judgement process of interactive products. Various theories have been proposed to understand UX, yet no consensual UX theory or model has emerged. The importance of aesthetics in influencing decisions about a products quality gained much attention in early UX research with conflicting results, sparking a surge of research into understanding the complexities of user quality judgement. Past UX research has focused on the multi-constructs of pragmatics, hedonics and aesthetics, and how these may influence user judgement, which can vary depending on the context, task and user background. However, little attention has been given to the impact of interactive design features upon UX. Findings from this thesis clearly show that interactivity is an important element within UX in both short and long-term usage. This thesis expands the existing process model of user quality judgement, through a series of three studies to reveal the importance of interactivity, and how initial perception and judgement of a products quality can change over time. The first two studies identify the importance of interactivity in positive influencing UX. Both studies revealed that affective and hedonic ratings increased as a result of interaction, demonstrating the powerful effect of interaction, and showed clear differences for websites that contained enhanced interactive features, despite the presence of usability problems. Further exploration using cluster analysis revealed three sub-groups that categorised users not only by their interactive style preferences, but also by their predispositions towards technology. This perspective of user sub-group analysis is a contribution to the field which bridges population-level quantitative analysis with qualitative findings that focuses on the individual ethnographic interpretations of experience. Considerable UX research has focused on short-term evaluations, based on users first impressions pre and post-interaction, with few studies capturing long-term usage. The third study reports on an ecological longitudinal investigation into how UX changes over time and long-term product use. A group of novice iPad users were tracked over six months to reveal that despite poor usability, hedonic ratings remained high, yet over time usefulness and utility were dominating factors affecting UX and product adoption. The influence of both device and app revealed that although users found the device more pleasurable, it was the variety of apps contained on the device that facilitated positive UX. The overall findings from this research provided some valuable methodological insights and aided the creation of set of practical UX heuristics that can be used to inform both future research and design practice.
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Neubauer, Marie, and Matilda Marcelius. "The Customer Buying Process - a tedious affair or a pelasant experience?" Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21230.

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Services constitute an ever growing part of the western economy. A lot of people are employed in the service sector and almost every day most of us come into contact with a service of some kind. A special kind of service is the self-service concept that leaves the customers to manage on their own. At IKEA, the international home products retailer, customers choose, pick up, transport and assemble the products themselves. This makes it important to give special attention to store layout and how things in the store are organized.Connections were made between the preparations customers do at home and the actions they perform in the store. To create a more positive shopping experience by making it easier for the customers to find their way in the store and pick up the products they want, focus was laid on a digital map based on an electronic shopping list.
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14

Park, Ji Yong, and n/a. "Interactive user experience design : creating an effective online experience." Swinburne University of Technology, 2007. http://adt.lib.swin.edu.au./public/adt-VSWT20071004.120754.

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Designing for user experience is central to good web design, particularly in e-commerce settings. However, the relevant dimensions and processes of designing for user experience have been variously defined. This project develops an approach to web design that defines the key dimensions of user experience, including interactivity, participation, and flow, and web site design of the user experience. The idea of Interactive User Experience Design is advanced as a model for designing from the perspective of user experience. The project reviews relevant dimensions of user experience, proposes a model integrating key design dimensions of this experience, surveys design literate university students on effective online experiences, and develops a prototype for a hypothetical commercial web site that incorporates elements of co-creation and identity play. This practice-based project contributes a new proposal for web-based design and new knowledge in the form of an approach to user experience design.
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Atanasov, Simeon. "Juiciness: Exploring and designing around experience of feedback in video games." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22264.

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This project aims to explore the effects of feedback over experience invideo games. It acts as a part of a discussion around the concept of “Juiciness”, byattempting to define it both in theory and practice. The text describes a positionon “Juiciness” in relation to experience design and “Experiential qualities”, anddiscusses the role of aesthetics in the context of feedback. The practical aspect ofthe project is aimed towards finding where “Juiciness” can enrich a designprocess and this is done through the design, development and analysis of a videogame prototype. The project also takes a critical standpoint towards “Juiciness”,in order to question and expand on the current definitions of the concept.
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Chamorro-Koc, Marianella. "Experience, context-of-use and the design of product usability." Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/16360/1/Marianella_Chamorro-Koc_Thesis.pdf.

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This study argues that including aspects of user experience relevant to the user's knowledge of a product's context-of-use in the early stages of product design can enhance the design of product usability. To explore these issues, research was undertaken to respond to three research questions: (i) What aspects of user experience influence people's understanding of product usability? (ii) What is the nature of the differences between users' and designers' understandings of product usability? (iii) How can context-of-use and human experience enhance the design of product usability? Findings from the study have shown that experience, context-of-use and knowledge about a product's usability are interrelated. Conceptual principles and design principles were established based on findings to explain (i) the relationships between aspects of experience and areas of product usability and (ii) differences between designers' and users' concepts of product usability. These principles responded to the first two research questions. Causal relationships found between experience and product usability suggested the need to implement them in an accessible manner for a product design process. A design tool -- named the Experience and Context Enquiry Design Tool (ECEDT) -- was devised to exemplify the implementation of findings. A trial run verified that the type of information that ECEDT brings to designers could assist them to address usability and experience issues during the early stages of the design process. This result responded to the third research question of the study. This study's conceptual principles and design principles contribute new knowledge to design theory and practice. This knowledge contributes to design theory in providing greater detail about the differences between designers and users than that addressed by existing theory; it contributes to design practice as it informs designers about the aspects of human experience that prompt users' understanding of a product's use. In doing so, it can potentially assist in the design of products that embed new technological applications, and support the design of product usability.
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Lundquist, Martin. "Autonomous Bus Passenger Experience." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-149064.

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Time keeps on changing our perception of what is possible in our personal life and around us. Over time, jobs such as elevator operator was essential to make the elevator keep its speed, stop parallel to the floor and keep passengers safe in case of emergency. Nowadays elevator passengers just have to enter their destination and wait to be transported there. An operator would be superfluous for this, today, simple procedure. This paper aims to create a set of interaction strategies to provide an efficient and pleasurable journey for the passenger traveling with an autonomous bus, as well as evaluate concepts where these strategies have been applied. The strategies and concepts will be developed from an extensive user- and literature research where the situation of today will be analysed and looked upon with the eyes of tomorrow, to find challenges and needs. Findings shows that passengers have to trust the vehicle and service. At the same time vehicle and service providers have to provide a reliable and consistent service. Four design directions were created to establish this trust between the user and vehicle and service. To enable control and give passengers an efficient journey, passengers have to be provided with adequate and reliable information. The information regarding the bus’s behaviour should be communicated in a transparent way so the bus’s intentions and actions are understandable from a passenger point of view. Also, passengers have to be enabled to stay safe when using the bus, during commuting and emergency, through giving them cues in how an emergency should be handled.
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Victor, Winnhed. "Bridging the Age Gap Between Streaming Platforms : Improving User Experience for In-between Users." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-121904.

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The media consumption on the Internet is increasing rapidly and people at all ages are getting used to live in an on demand world. Due to this, streaming platforms have to appeal to a broad audience containing children, teenagers and adults. One approach to appeal a broad target audience is to divide the streaming platform into two separate platforms, where one is aiming for children and the other one, for the rest of the users. The aim of this thesis is to investigate how the user experience can be improved, to help users of ages 10-13 years old to find their way from one streaming plat- form, to another as they are growing up. The thesis investigate how existing streaming platforms appeal to a broad audience and determines reasons of why a gap can be created between streaming platforms. Based on interviews, work- shops, user tests as well as literature, a final prototype and a set of concluding suggestions have been produced as a result of this study.
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Zhong, Tingye. "Exploring interaction design for mindful breathing support: the HU II design case." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-237263.

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Mindfulness-based stress reduction (MBSR) is an effective method of stress treatment and prevention. One of the interactive systems aiming at supporting MBSR is HU. As a continuous work of HU, a device aiding mindful breathing called HU II was developed and evaluated. The paper investigates the real-time interaction between the user and the HU II including the performance of the deployed sensor as well as the representation and mapping of chosen modalities. Ten participants with different backgrounds and knowledge levels of mindfulness evaluated the device and gave their subjective opinions and feedback. The results indicate that the employed sensor and modalities support real-time interaction for mindful breathing. Via these results, further research possibilities and guidelines, which can help the design of future mindfulness-based solutions were suggested.
Mindfulnessbaserad stressreduktion (MBSR) är en effektiv metod för att behandla och förhindra stress. HU är ett av flertal interaktiva system som ämnar att stödja MBSR. HU II är en apparat som hjälper medveten andning utvecklades och utvärderades som en fortsättning på HU. Detta arbete undersökte interaktionen mellan HU II och användaren i realtid, prestandan hos den användna sensorn samt representationen och kartläggningen av de valda modaliteterna. Tio deltagare med olika bakgrunder och kunskapsnivåer angående mindfulness utvärderade apparaten och gav sina subjektiva åsikter och feedback. Resultaten indikerar att den valda sensorn samt modaliteterna stödjer interaktion i realtid för medveten andning. Via dessa resultat föreslås framtida forskningsmöjligheter och riktlinjer som kan stödja designen av framtida mindfulness-baserade lösningar.
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Park, Ji Yong. "Interactive user experience design creating an effective online experience /." Australasian Digital Thesis Program, 2007. http://adt.lib.swin.edu.au/public/adt-VSWT20071004.120754/index.html.

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Thesis (DDes) - Faculty of Design, Swinburne University of Technology, 2007.
[Submitted in total fulfillment of the requirements of the degree] Doctorate in Design, Swinburne University of Technology - 2007. Typescript. Includes bibliographical references (p. 63-74).
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Xie, Fei. "How interaction design for ceramics exhibition will help audiences to have a better experience in museums." University of Cincinnati / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1377871118.

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Berg, Mikaela. "Improving reading experience in digital newspapers." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-105537.

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Reading news on mobile devices has during the past decade transcended into an every- day activity, which induce greater demands on design and presentation of news. Several researchers have examined essential components in the area of digital newspapers, despite this, there are few newspapers that have switched to a reader-friendly format. The objective of this thesis is to evaluate how the reading experience in digital newspa- pers can be improved by abandoning the traditional structure of today’s printed newspapers. Based on numerous tests and studies, as well as support from literature, a set of guidelines has been produced as a result of this thesis. The design guidelines contain recommendations for optimal line size, typeface, point size, appearance, functionality, placement, recognition factor and packaging. To ensure quality, all guidelines were validated in order to prove that the reading experience had increased. An evaluation was performed that attempted to determine that. The statistic result of this thesis showed a significant difference in both reading speed and the subjective experience. However no significant difference could be seen regarding the reading comprehension. The conclusions made was that structure and design of content can influence both reading speed and reading experience. All design guidelines can be used as guidance when developing templates for digital newspapers.
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Kamaruddin, Norfadilah. "Interface design in interactive science courseware for the Malaysian Smart School Project." Thesis, Queensland University of Technology, 2012. https://eprints.qut.edu.au/50970/1/Norfadilah_Kamaruddin_Thesis.pdf.

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With the goal of improving the academic performance of primary and secondary students in Malaysia by 2020, the Malaysian Ministry of Education has made a significant investment in developing a Smart School Project. The aim of this project is to introduce interactive courseware into primary and secondary schools across Malaysia. As has been the case around the world, interactive courseware is regarded as a tool to motivate students to learn meaningfully and enhance learning experiences. Through an initial pilot phase, the Malaysian government has commissioned the development of interactive courseware by a number of developers and has rolled this courseware out to selected schools over the past 12 years. However, Ministry reports and several independent researchers have concluded that its uptake has been limited, and that much of the courseware has not been used effectively in schools. This has been attributed to weaknesses in the interface design of the courseware, which, it has been argued, fails to accommodate the needs of students and teachers. Taking the Smart School Project's science courseware as a sample, this research project has investigated the extent, nature, and reasons for the problems that have arisen. In particular, it has focused on examining the quality and effectivity of the interface design in facilitating interaction and supporting learning experiences. The analysis has been conducted empirically, by first comparing the interface design principles, characteristics and components of the existing courseware against best practice, as described in the international literature, as well as against the government guidelines provided to the developers. An ethnographic study was then undertaken to observe how the courseware is used and received in the classroom, and to investigate the stakeholders' (school principal, teachers and students') perceptions of its usability and effectivity. Finally, to understand how issues may have arisen, a review of the development process has been undertaken and it has been compared to development methods recommended in the literature, as well as the guidelines provided to the developers. The outcomes of the project include an empirical evaluation of the quality of the interface design of the Smart School Project's science courseware; the identification of other issues that have affected its uptake; an evaluation of the development process and, out of this, an extended set of principles to guide the design and development of future Smart School Project courseware to ensure that it accommodates the various stakeholders' needs.
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Erhard, Peter. "Cross-device brand experience : Interactive brand elements in the Skype service ecology." Thesis, Linköping University, Department of Computer and Information Science, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-14953.

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Many interactive products and services have made the move from stationary or desktop applications to dedicated mobile devices. Sonys Playstation has evolved into the PSP (playstation portable), Apples iPod is fully integrated with iTunes, Microsoft’s new media player is rumored to carry the Xbox brand and browsers like Internet Explorer and Opera can be used on pocket PCs, cell phones and Smart Phones. A very interesting example of this development is the global telephony company Skype that offers free calls over the Internet as well as instant messaging, video conferencing among many other things. Skype is making its way from the desktop to a wide array of devices, stressing the need for a unified brand experience. This thesis seeks to explore the different interactive aspects that constitute the user experience of a specific brand. Through listing the use qualities fulfilled by the services in the primary product and examining their requirements and dependencies in the user interface, this thesis proposes a method to foresee potential confinements in the brand experience when distributing an interactive product or service to a new platform. The thesis also aims at examining how the method can be used in the design process.

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Chan, Kin Yi Jenny. "A Study and Design Proposal for Social News Reading Experience." University of Cincinnati / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1428047960.

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Hulterström, Kristina. "Witches, Warlocks and Traffic Encounters : Designing the interaction for an ad hoc gaming experience." Thesis, Linköping University, Department of Science and Technology, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2059.

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This thesis explores the problems and possibilities concerning the interaction between players physically located in different cars during temporary meetings in a gaming situation. The thesis is part of a study set out to investigate how traffic encounters can be used as a resource in a mobile, multiplayer game intended as entertainment for children travelling in the backseat of cars. The multiplayer capabilities are realised by using wireless networks in ad hoc peer- to-peer mode, GPS positioning and a digital compass.

Designing the interaction for an ad hoc, mobile multiplayer experience introduces several design challenges, such as how to adapt to the temporality of traffic encounters and how to establish a connection between the digital game and the physical context. The nature of traffic encounters inspired us to take a newapproach to the interaction. The interaction is accomplished using a device, which enables direct interaction between players physically located in different cars. A prototype game was constructed within the frames of the project, which this thesis was part of, to test the functionality of the game concept. The prototype has been tested in its real setting, i.e. inside a car. The study and the work on this thesis was initialised and supervised by Liselott Brunnberg and the work was carried out at the Mobility Studio at the Interactive Institute in Stockholm during late spring and summer 2003.

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Yogasara, Thedy. "Anticipated user experience in the early stages of product development." Thesis, Queensland University of Technology, 2014. https://eprints.qut.edu.au/66240/2/Thedy_Yogasara_Thesis.pdf.

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This research investigates users' anticipation of their future experiences with interactive products to support design for experience in the early stages of product development. This research generates new knowledge of anticipated user experience (AUX), which reveals users' tendency to perceive the pragmatic quality of products as the main determinant of their positive future experiences. The AUX Framework has been an important outcome of this study. The exploration of the components of this framework allows a better prediction and understanding of users' underlying needs and potential usage contexts valuable for the early design phases.
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Liu, Cindy Rae. "Interaction design and healthcare : a mobile experience for engaging with personal health records." Thesis, Massachusetts Institute of Technology, 2019. https://hdl.handle.net/1721.1/123575.

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Thesis: S.B. in Art and Design, Massachusetts Institute of Technology, Department of Architecture, 2019
Cataloged from PDF version of thesis.
Includes bibliographical references (page 34).
One of the innate challenges of primary healthcare is the transfer of information from expert to patient, the root of a myriad of problems relating to medical noncompliance and suboptimal care. The constant challenge for patients to understand and act on the medical data they receive brings to light an issue entangling communication and human behavior. Especially as modern technology makes data increasingly accessible, it is more important than ever to ensure that this information is being presented effectively and serves the fundamental purpose of informing and educating patients for their well-being. In recent years, a digital health movement has made common a variety of electronic platforms, such as patient portals and apps, aiming to enhance the healthcare experience. However, most of these platforms focus on digitizing and increasing access to care rather than actually helping patients understand their health data and its implications. Additionally, studies on current systems emphasize a lack of user-friendliness and failure to adopt (nearly 80% of mobile applications are abandoned after two weeks). Furthermore, these platforms can distance patient from physician and lack reliable follow-up methods. This thesis proposes a unique mobile web experience that addresses current gaps and refocuses on the fundamental user needs of the patient from an interaction design perspective. I specifically narrow in on the common experience of receiving lab test results from a routine check-up. Based on user research and design principles, this concept aims to help patients better consume, comprehend, and activate on their health data, as a demonstration of the increasing value of design in the industry and in an increasingly digital world.
by Cindy Rae Liu.
S.B. in Art and Design
S.B.inArtandDesign Massachusetts Institute of Technology, Department of Architecture
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Zhang, Yali. "The Role of Negative Emotions in Constructing Meaning in Interactive Contexts." Thesis, Queensland University of Technology, 2019. https://eprints.qut.edu.au/132451/1/Yali_Zhang_Thesis.pdf.

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This research explores the potential of negative emotions in creating meaningful user experience. It investigates the transformation of negative emotions during interactions and its functional consequences on meaning perception. The causes of specific negative emotions in different contexts of interactions and their effects on cognition and behaviours were examined. The findings reveal the mechanism of changes in emotions over the course of interactions. The predominant role of negative emotions in the meaning-making process is demonstrated. This research outcome consists of two conceptual models for modelling meaningful experiences and systematic methods of emotion induction in users.
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Lawry, Simon Gary. "Identifying familiarity to facilitate intuitive interaction for older adults." Thesis, Queensland University of Technology, 2012. https://eprints.qut.edu.au/53410/1/Simon__Lawry_Thesis.pdf.

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Almost every nation on the planet is experiencing increases in both the number and proportion of older adults. Research has shown that older adults use technology less intuitively than younger adults, and have more difficulty with using products effectively. With an ever-increasing population of older adults, it is necessary to understand why they often struggle to use technology, which is becoming more and more important in day to day living. Intuitive use of products is grounded in familiarity and prior experience. The aims of this research were twofold: (i) to examine the differences in familiarity between younger and older adults, to see if this could explain the difficulties faced by some older adults; (ii) to develop investigational methods to assist designers in identifying familiarity in prospective users. Two empirical studies were conducted. The first experiment was conducted in the field with 32 participants, divided across four age groups (18 – 44, 45 – 59, 60 – 74, and 75+). This experiment was conducted in the participants’ homes, with a product they were familiar with. Familiarity was measured through the analysis of data collected through interviews, observation and retrospective protocol. The results of this study show that the youngest group demonstrated significantly higher levels of familiarity with products they own than the 60 – 74 and the 75+ age groups. There were no significant differences between the 18 – 44 age group and the 45 – 59 age group and there were also no significant differences between the three oldest age groups. The second experiment was conducted with 32 participants, across the same four age groups. Four everyday products were used in this experiment. The results of Experiment 2 show that, with previously unused products, younger adults demonstrate significantly higher levels of familiarity than the three older age groups. The three oldest age groups had no significant differences between them. The results of these two studies show that younger adults are more familiar with contemporary products than older adults. They also demonstrate that in terms of familiarity, older adults do not differ significantly as they get older. The results also show that the 45 – 59 age group demonstrate higher levels of familiarity with products they have owned, in comparison with those they have not. The two older age groups did not demonstrate such differences. This suggests that interacting with products over time increases familiarity more for middle-aged adults than for older adults. As a result of this research, a method that can be used by designers to identify potential users’ product familiarity has been identified. This method is easy to use, quick, low cost, highly mobile, flexible, and allows for easy data collection and analysis. A tool has been designed that assists designers and researchers to use the method. Designers can use the knowledge gained from this tool, and integrate it into the design process, resulting in more intuitive products. Such products may lead to improvements in the quality of life of older adults, as a result of improved societal integration, better health management, and more widespread use of communications technology.
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Nobelius, Jörgen. "Fysisk, känslomässig och social interaktion : En analys av upplevelserna av robotsälen Paro hos kognitivt funktionsnedsatta och på äldreboende." Thesis, Södertörns högskola, Institutionen för kommunikation, medier och it, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-15096.

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This field study examined how elderly and cognitively disabled people used and experienced a social companion robot. The following pages explores the questions: Which are the physical, social and affective qualities during the interaction? The aim was to through observations see how qualities of interaction could activate different forms of behavior. The results show that motion, sound and the eyes together created communicative and emotional changes for users who felt joy and were willing to share the activity with others. The robot stimulated to some extent users to create their own imaginative experiences but often failed to involve user or group for a long time and was also considered too large and heavy to handle.
Denna fältstudie undersökte hur äldre och kognitivt funktionsnedsatta personer använde och upplevde en social robot. Följande sidor utforskar frågorna: Vilka fysiska, sociala och affektiva kvaliteter finns i interaktionen? Målet var att genom observationer se hur kvaliteterna i interaktionen kunde aktivera olika typer av beteenden. Resultatet visar att rörelse, ljud och ögon tillsammans skapade kommunikativa och känslomässiga förändringar hos användarna som visade glädje och som gärna delade upplevelsen med andra. Roboten stimulerade till viss del användarna att skapa egna fantasifulla upplevelser men lyckades inte ofta involvera användare eller grupp under någon längre tid och ansågs även vara för stor och tung att hantera.
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Linnea, Dahl. "Designing a crossover user experience between telephony and web." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-413517.

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The present work was performed at Aurora Innovation. Its purpose was to develop a proof-of-concept of an application where you could book an appointment and add personal information. This application is meant to be used by people of different ages, technology skills and preferences. User centered design was used during the development of the proof-of-concept, primarily the user centered design methods existing in contextual design. This project reflects on the value of these methods, and what the consequences could be if a product is developed from a single point of view. It was found that even for a relatively small project the user centered design proved valuable for collecting data, which then was used to improve the final proof-of-concept. Furthermore the results show how not having a varied test group can negatively affect your final product.
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Mahut, Théo. "Elaboration d'une méthodologie Kansei à travers les interactions physiques et digitales." Thesis, Paris, ENSAM, 2017. http://www.theses.fr/2017ENAM0057/document.

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L’expérience que les utilisateurs vivent est récemment devenu un facteur majeur de différenciation entre les entreprises de produits et de services (comme Toyota Motor Europe), menant à des recherches plus approfondies dans les domaines de l’expérience utilisateur et de l’interaction. Ces recherches prônent une plus grande considération de la perception subjective plutôt que les propriétés objectives des produits.Partant de cette approche de la ‘recherche en design’ à travers la perception subjective, cette étude tente de comprendre et de formaliser l’influence réciproque entre interaction et expérience utilisateur, définissant quels paramètres affectent les réactions subjectives. À partir de ces paramètres, cette recherche a isolée les propriétés physiques et digitales d’un produit dans le but de mettre en avant ces effets sur les réactions affectives et cognitives d’un utilisateur.Grâce à cette approche, cette recherche aboutit à des apports à la fois scientifique et industriel: cette recherche a rendu possible la formalisation de l’interdépendance entre l’expérience utilisateur et les interactions; la mise en place d’une taxonomie des produits interactifs à travers l’approche métaphorique des interaction physique et digitale; et la matérialisation d’une méthodologie et d’outils pour à la fois évaluer et créer des interactions à partir de l’approche expérientielle
Users’ experience with products recently became a major differentiation factor for products and services companies (such as Toyota Motor Europe), leading to deeper researches on both user experience and interaction. These researches preach for a deeper consideration of the subjective perception rather than artifacts’ objective properties.From this approach of ‘design research’ through the subjective perception, this study intends to understand and formalize the reciprocal influence between Interaction and user experience, highlighting which parameters are affecting subjective reactions. From these parameters, this research isolated the artifact’s physical and digital properties in order to highlight its effects on user’s affective and cognitive reactions.By doing so, this research resulted in both academic and industrial contributions. In terms of the former, it made possible to formalize the interdependency between User Experience and Interactions, to define a taxonomy of interactive products through the metaphorical approach of physical and digital interactions and to materialize a methodology with tools for both evaluating and designing interactions from the User Experience perspective
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Aldulaymi, Mohammed. "Transparency between consumers and grocery stores : Evincer - A design prototype to empower consumer experience during grocery shopping." Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-45807.

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This study explores how the interaction design techniques approach can contribute to enabling more transparency in physical shopping by creating bridges between consumers and various stakeholders. The aim is to empower the consumers to make informed decisions through obtaining and understanding health and environmental information for individual commodities. Through close collaboration with users, and with the support of active designers, the design process results in the development of an interactive mobile application proposal. The prototype aims to create a hub between consumers and different stakeholders concerning individual products. Furthermore, the prototype grants consumers access to the information they desire, sharing or requesting product feedback from stakeholders and consumers, focusing on the environment and health aspects.
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Alvarado, Oscar. "Towards algorithmic Experience : Redesigning Facebook’s News Feed." Thesis, Uppsala universitet, Institutionen för informatik och media, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-324605.

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Algorithms currently have direct implications in our democracies and societies, but they also define mostly all our daily activities as users, defining our decisions and promoting different behaviors. In this context, it is necessary to define and think about how to design the different implications that these algorithms have from a user centered perspective, particularly in social media platforms that have such relevance in our information sources and flow. Therefore, the current thesis provides an introduction to the concept of algorithmic experience, trying to study how to implement it for social media services in cellphone devices. Using a Research through Design methodology supported by interface analysis, document analysis and user design workshops, the present paper provides results grouped in five different areas: algorithmic profiling transparency, algorithmic profiling management, algorithmic awareness, algorithmic user-control and selective algorithmic remembering. These five areas provide a framework capable of promoting requirements and guide the evaluation of algorithmic experience in social media contexts.
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Schylström, Maja. "User experience in ERP system development : An action research project to involve user experience in the everyday work." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-96361.

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The aim of this project was to find and implement actions to increase ERP system developers’ ability to improve user experience. The focus has been methods and resources that are used in the everyday work, and the selected methodology was action research. The project took place at IFS, which develops the ERP system IFS Applications. The project started with a pre-study consisting of interviews, observations and a survey. Then, four workshops were organized where the methods Ad hoc personas, Heuristic evaluation and Speed sketching were introduced and practiced. The workshops also included information on user experience in ERP systems. The workshops were then evaluated with a new survey and focus groups. The results show that the participants thought the workshops had a positive effect on their ability to work with user experience. Heuristic evaluation and speed sketching were very well-received, and deemed easy to integrate with the everyday work. Ad hoc personas workshops should be conducted early in a project to have the best effect. Overall, the workshops increased the participants’ motivation for user experience work.
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Rönnberg, Sofia. "Persuasive Chatbot Conversations : Towards a Personalized User Experience." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166354.

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Helping drivers improve their driving skills and become safer drivers is a problematic topic. Most drivers have a lacking self-assessment ability and consider themselves above average driving skills. This is believed to be related to the lack of continuous feedback after getting the driver’s license. This has led to initiatives to find alternative ways of coaching drivers toward better self-assessment and thereby toward safer driving. Chatbots and conversational interfaces has received increasing attention over the years and could be technologies that can solve these challenges. However, a major challenge to chatbots is that they are mostly implemented in a “one-size-fits-all” approach, and while personalization of the chatbot could solve that challenge, it ishard to achieve. In this study, personalized chatbot conversations that aim to coach drivers are examined. The aim is to create a guide that can help designers and practitioners with design decisions that needs to be considered when creating coaching chatbot conversations. The study was performed as a Wizard of Oz study, where attributes for personalization as well as coaching considerations were tested with users in two iterations to iteratively develop the guide. The findings of the study include the guide itself with its guidelines (see appendix 4), as well as insights on considerations required chatbot personalization and coaching. Regarding personalization, chatbot personality and level of control were identified as two attributes that were fit for adaptation. These can lead to social benefits as well as more tailored services to the users. For coaching, the use of follow-ups, feedback and the chatbot’s attitude are identified as necessary considerations when designing coaching chatbot conversations.
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Woolham, Amanda Ruth. "Students and the design education experience, an exploration on the nature of social interaction in a design school." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ43239.pdf.

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Chamorro-Koc, Marianella. "Experience, context-of-use and the design of product usability." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16360/.

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This study argues that including aspects of user experience relevant to the user's knowledge of a product's context-of-use in the early stages of product design can enhance the design of product usability. To explore these issues, research was undertaken to respond to three research questions: (i) What aspects of user experience influence people's understanding of product usability? (ii) What is the nature of the differences between users' and designers' understandings of product usability? (iii) How can context-of-use and human experience enhance the design of product usability? Findings from the study have shown that experience, context-of-use and knowledge about a product's usability are interrelated. Conceptual principles and design principles were established based on findings to explain (i) the relationships between aspects of experience and areas of product usability and (ii) differences between designers' and users' concepts of product usability. These principles responded to the first two research questions. Causal relationships found between experience and product usability suggested the need to implement them in an accessible manner for a product design process. A design tool -- named the Experience and Context Enquiry Design Tool (ECEDT) -- was devised to exemplify the implementation of findings. A trial run verified that the type of information that ECEDT brings to designers could assist them to address usability and experience issues during the early stages of the design process. This result responded to the third research question of the study. This study's conceptual principles and design principles contribute new knowledge to design theory and practice. This knowledge contributes to design theory in providing greater detail about the differences between designers and users than that addressed by existing theory; it contributes to design practice as it informs designers about the aspects of human experience that prompt users' understanding of a product's use. In doing so, it can potentially assist in the design of products that embed new technological applications, and support the design of product usability.
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Dillon, Andrew, John Richardson, and Cliff McKnight. "Institutionalising human factors in the design process: the ADONIS experience." London: Taylor and Francis, 1991. http://hdl.handle.net/10150/105848.

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This item is not the definitive copy. Please use the following citation when referencing this material: Dillon, A., Richardson, J. and McKnight, C. (1991) Institutionalizing Human Factors in the design process: the ADONIS Experience. Contemporary Ergonomics '91, London: Taylor and Francis, 421-426. Abstract: The ADONIS workstation was an experimental document delivery system developed to facilitate retrieval and printing of CD-ROM stored articles. Although primarily aimed at the document supply industry, its potential application in libraries and research environments with end users was recognised. Hence, the present authors were asked to assess the system ergonomically from this perspective, and the outcomes of this assessment form the basis of this paper. It was clear that the design of the system ignored many formal ergonomic considerations. Subsequent user evaluations of the interface highlighted several potentially serious problems and cast doubt on the usability of the system in the end-user domain. A follow-up study of actual usage rates during field-testing of the product confirmed the findings of the initial evaluation and also indicated that some of the very first design decisions (e.g., regarding the choice of journal titles included), which proved detrimental to the system's acceptance, might have been very different if human factors considerations had been taken into account. The present paper describes the system and the problems highlighted by the human factors practitioners as well as discussing the pitfalls that could have been avoided by earlier involvement. The potential role of human factors in early design of such products is emphasised.
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Ahlström, Marcus. "Broadening the Reading Experience on Mobile Devices using Tilt-based Input : An Explorative Design Study." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-223625.

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This thesis is an explorative study aimed at the possibility of integrating tilt-based input to improve the reading experience on smartphones. Previous works from the early 2000s have been skeptical towards tilt-based navigation, deeming it unruly and imprecise. To investigate if today’s technology has unlocked new possibilities; two experimental reading methods were designed, created and tested iteratively on 20, respectively 18 participants. The first method is a reassessment of tilt-based auto-scrolling and the second is a novel approach comparable to tilt-based paging. Data from the reading sessions were collected quantitatively in tandem with qualitative data from post-session interviews. The results indicate good potential and a reading performance similar to the standard navigation method. The importance of accommodating people with different reading behaviours was also discussed.
Detta examensarbete utforskar om gyroskopiska interaktioner kan användas för att förbättra läsupplevelsen på mobiltelefoner. Tidigare forskning från det tidiga 2000-talet har varit skeptiska mot gyroskopisk navigation, på grund av dålig precision och stabilitet. För att utforska om dagens teknologi har öppnat nya möjligheter; skapades, designades och testades två experimentella läsmetoder på 20 respektive 18 deltagare. Den första metoden är en återkoppling till tidigare forskning medans den andra utforskar ett nytt sätt som liknar gyroskopisk sidindelning. Data från läs sessionerna samlades i både kvantitativ och kvalitativ form, varav den senare med semistrukturerade intervjuer. Resultaten indikerar god potential och en läsprestanda som liknar den standardiserade läsmetoden. Vikten av att tillgodose människors individuella läsningsbeteende blev också diskuterat.
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Barsk, Tove. "Enhanced user experience for a digital travel service and associated intranet." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-139059.

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The advance of the Internet, with its sophisticated algorithmic search engines, has made accessing information as easy as lifting a finger. Pre-trip travel planning can be considered a fundamental component of the trip experience. A traveler often needs to obtain important information in order to develop a travel plan. The objective of this thesis is to evaluate and enhance the user experience for a digital travel service and associated Intranet wich main function is to help travellers find departures, arrivals and prices. Based on an usability analysis, and user studies and support from a literature review this master theses resulted in a design proposal for Länstrafiken Norrbottens external website and their Intranet as well as a couple of guidelines for designing or redesigning a travel website.
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Zapata, Rojas Julian. "Translators in the Loop: Observing and Analyzing the Translator Experience with Multimodal Interfaces for Interactive Translation Dictation Environment Design." Thesis, Université d'Ottawa / University of Ottawa, 2016. http://hdl.handle.net/10393/34978.

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This thesis explores interactive translation dictation (ITD), a translation technique that involves interaction with multimodal interfaces equipped with voice recognition (VR) technology throughout the entire translation process. Its main objective is to provide a solid theoretical background and an analysis of empirical qualitative and quantitative data that demonstrate ITD’s advantages and challenges, with a view to integrating this technique into the translation profession. Many empirical studies in human-computer interaction have strived to demonstrate the efficiency of voice input versus keyboard input. Although it was implicit in the earliest works that voice input was expected to completely replace—rather than complement—text-input devices, it was soon proposed that VR often performed better in combination with other input modes. This study introduces multimodal interaction to translation, taking advantage of the unparallelled robustness of commercially available voice-and-touch-enabled multimodal interfaces such as touch-screen computers and tablets. To that end, an experiment was carried out with 14 professional English-to-French translators, who performed a translation task either with the physical prototype of an ITD environment, or with a traditional keyboard-and-mouse environment. The hypothesis was that the prototypical environment would consistently provide translators with a better translator experience (TX) than the traditional environment, considering the translation process as a whole. The notion of TX as introduced in this work is defined as a translator’s perceptions of and responses to the use or anticipated use of a product, system or service. Both quantitative and qualitative data were collected using different methods, such as video and screen recording, input logging and semi-structured interviews. The combined analysis of objective and subjective usability measures suggests a better TX with the experimental environment versus the keyboard-and-mouse workstation, but significant challenges still need to be overcome for ITD to be fully integrated into the profession. Thus, this doctoral study provides a basis for better-grounded research in translator-computer interaction and translator-information interaction and, more specifically, for the design and development of an ITD environment, which is expected to support professional translators’ cognitive functions, performance and well-being. Lastly, this research aims to demonstrate that translation studies research, and translation technology in particular, needs to be more considerate of the translator, the TX, and the changing realities of the interaction between humans, computers and information in the twenty-first century.
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Björkqvist, Maja. "Asking for a friend : Youths experience with youth health centres in Sweden." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-174529.

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This thesis explores the stigmas and taboos surrounding youth health centers in Sweden and how this might be hindering young people to visit the youth health centers. It’s exploring how this can be challenged and how the threshold can be lowered by involving the informal support system and bringing the youth health center to the youth arena which allows for a more informal type of support and guidance. The youth health centers in Sweden have been around since 1970 and are a well known and established form of healthcare, yet the majority of the visitors are young women. How come? I’ve been working from the hypothesis that there is a need for more youth to seek help but that they for various reasons don’t manage to make it all the way there. There are many stigmas surrounding topics that the youth health center is dealing with, such as sex, depression, or domestic violence. This is especially true for young people on the edge between childhood and adulthood. Using a human-centered design approach this project has through the involvement of adolescents, midwives and youth workers among others, been exploring challenges and finding opportunities where interaction design can be used to improve the situation for the youth that do not make it to the youth health centers but that want and would benefit from their services. The final design proposal is an ambassadorship, aimed towards adults already part of the informal support system, that will enable youth to feel more empowered to seek help. It is set up to reach the youth in new ways, in an informal manner to bring the solution to the youth and to create a more comfortable space for them to open up within. Part of this is also a service for youth to effortlessly get in contact with the youth health center and to create personal connections to its personnel through link cards and video presentations. These connections are there to prepare the youth and to lower the bar of contact by building trust and humanize the help-seeking process. To make it clear that they are not trying to contact an institution but a person.
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Bongard, Kerstin. "Bringing the user experience to early product conception : From idea generation to idea evaluation." Phd thesis, Paris, ENSAM, 2013. http://pastel.archives-ouvertes.fr/pastel-00936893.

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The User Experience (UX) has become a major concern for the design of consumer products. Today exist various tools for the evaluation of static properties of final products on their User Experience value. However, very few tools and methods are available that allow anticipating the future User Experience during the first stages of product conception. This thesis explores the wide range of design dimensions that potentially form the experience of the user. Dynamic product properties emerge as an important factor for User Experience. In the studies a software based on inspiration words and links, as well as the technique body storming are tested as a new means of User Experience generation. The produced early concepts and interaction gestures are then evaluated through a combination of questionnaires, behavioural and physiological measurements. The study results show firstly that a wide range of design dimension needs to be regarded to design for User Experience, secondly that it is possible to apply UX evaluations on early concepts and thirdly that UX evaluations can also be done on dynamic properties like interaction gestures. This thesis furthermore contributes design research and practice with a new model on the mechanism of User Experience and a list of design dimensions for early product conception.
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Murphy, Lauren. "AN HEDONOMIC EVALUATION OF PLEASURABLE HUMAN-TECHNOLOGY EXPERIENCE: THE EFFECT OF EXPOSURE AND AESTHETICS ON THE EXPERIENCE OF F." Doctoral diss., University of Central Florida, 2005. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2525.

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A framework was developed called the Extended Hedonomic Hierarchy (EHH) that provides a basis for evaluating pleasurable human-system experience. Results from a number of experiments within this framework that evaluated specific dimensions of the framework are reported. The 'Exposure' component of the EHH framework and hedonics of the system were investigated to see how changes would affect other dimensions, such as the occurrence of flow, the mode of interaction, and the needs of the user. Simulations and video games were used to investigate how repeated exposure affects flow, interaction mode, and the user needs. The Kansei Engineering method was used to measure user needs and investigate the effect of different hedonic properties of the system on user needs and flow. Findings reveal that: (a) pleasurable human-system experience increases linearly with repeated exposure to the technology of interest; (b) an habituation effect of flow mediated by day; (c) motivation to satisfy human need for technology is hierarchically structured and contributes to pleasurable human-system experience; (d) interactivity is hierarchically structured and seamless mode of interaction is a behavioral outcome of pleasurable human-system experience; (e) there are individual differences among users that affect the likelihood of experiencing pleasurable human-system interaction; (f) performance is positively correlated to flow and (g) the method of kansei engineering provides data from which informed decisions about design can be made and empirical research can be conducted. Suggestions for (a) making Hedonomics a reality in industry, the workplace, and in the field of Human Factors, (b) future research directions for Hedonomics, and (c) principles and guidelines for the practice of Hedonomics are discussed.
Ph.D.
Department of Psychology
Arts and Sciences
Psychology
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47

Manjunath, Karan. "PREGNANCY EXPERIENCE DURING COVID-19 : KEY CHALLENGES AND DESIGN IMPLICATIONS." Thesis, Uppsala universitet, Institutionen för informatik och media, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-454021.

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The Covid-19 pandemic has caused problem in a particular sensitive area: pregnancy, a moment with a significant impact on women's life. Prior research in this area has examined how women experience and manage pregnancy. However, it is still unclear how the experience of pregnant women is affected by key challenges arising from COVID-19. This research acts as a prerequisite study which can serve as a base for future design research in HCI (Human Computer Interaction). This study used semi-structured interviews in order to collect data. Participants in this study were recruited from two countries, India and Sweden, using initial purposive sampling followed by snowball sampling method. A qualitative analysis was carried out on the data, which showed that the key challenges faced by pregnant women during COVID-19 were as follows: social life, emotion and online/remote support. The study revealed that participants felt isolated and were deprived of social contact during their pregnancy, and that the feeling of women's partners being separated from the mother and baby during doctor visits and their other pregnancy related activities impacted both partners negatively. Moreover, while pregnancy application were used to compansate for these needs, such applications were typically lacking in accuracy of information on the participants specific needs, and were thus not well-suited for used during the pandemic. Thus, HCI experts need to look at design solutions considering pregnant women needs during pandemic situations.
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48

Gran, Hornsten Anders, and Jacob Holst. "Emotional Triggers - Experience design as an added value." Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23525.

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Arbetet har genomförts med målet att skapa ett mervärde för Sony Ericssons produkter, utan att fokusera på telefoner. Vi har undersökt hur man kan öka användarens band till en teknologisk produkt som man alltid bär med sig. Vi har, genom att anordna en workshop, studerat användare och deras attityd gällande personalisering av mobiltelefoner. Vidare har vi besökt Milano och Berlin, och studerat hur mobiltelefoner kommuniceras hos återförsäljare och hur de används, för att få ett globalt perspektiv. Studierna har resulterat i att vi funnit en brist i hur personliga teknologier svarar mot människors känslor. Vi har baserat på detta skapat ett koncept vi kallar Selectíf som innebär en serie riktlinjer, eller kriterier för att skapa tillbehör till mobiltelefoner. Dessa tillbehör skall ta större hänsyn till emotionella aspekter och fokusera mindre på att vara funktions orienterade. Selectíf-produkter sätter känslorna i främsta rummet och skapar därmed ett mervärde baserat på emotionella band.
We have in this thesis studied the area of emotive design as a way to create a stronger user experience. Functionality and features are still important to break new grounds and develop artifacts that can make our life easier, but the value of the product must beconsidered in a new way and communicated on new level, an emotional level.We have within the thesis, in collaboration with Sony Ericsson,investigated how emotions can be evoked by personal technologies.The human computer interaction is today so advanced that we might not always reflect over the impact the technology has on us. Our personal technology is getting more sophisticated which could allow stronger emotional bonds between the user and a device. What we have created is a concept for designing what we call emotional triggers.To find out what triggers users’ emotions towards technologyin order to create an added value, we have studied the relationshipbetween users and their mobile phones. These studies included a workshop where we aimed to find out how users perceive their mobile phone and also how willing they are to personalize it.Furthermore we conducted trend research in Berlin and Milan to see international differences in mobile usage and also tocompare it to other industries such as the fashion industry.The result is a concept we call Selectíf. The concept is a set of design criteria for designing add-ons that are made to illustratemore emotional values of a technical device. The concept is based on the notion of a series of add-ons and we have also createda first prototype, called Selectíf no1 based on the criteria.The prototype focuses less on technology and more on a user’s emotional needs and illuminates how personal technologies canbe designed to be more emotive and thereby create a stronger user experience.
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49

Gudur, Raghavendra Reddy. "Approaches to designing for older adults' intuitive interaction with complex devices." Thesis, Queensland University of Technology, 2012. https://eprints.qut.edu.au/58070/1/Raghavendra_Gudur_Thesis.pdf.

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Many older people have difficulties using modern consumer products due to increased product complexity both in terms of functionality and interface design. Previous research has shown that older people have more difficulty in using complex devices intuitively when compared to the younger. Furthermore, increased life expectancy and a falling birth rate have been catalysts for changes in world demographics over the past two decades. This trend also suggests a proportional increase of older people in the work-force. This realisation has led to research on the effective use of technology by older populations in an effort to engage them more productively and to assist them in leading independent lives. Ironically, not enough attention has been paid to the development of interaction design strategies that would actually enable older users to better exploit new technologies. Previous research suggests that if products are designed to reflect people's prior knowledge, they will appear intuitive to use. Since intuitive interfaces utilise domain-specific prior knowledge of users, they require minimal learning for effective interaction. However, older people are very diverse in their capabilities and domain-specific prior knowledge. In addition, ageing also slows down the process of acquiring new knowledge. Keeping these suggestions and limitations in view, the aim of this study was set to investigate possible approaches to developing interfaces that facilitate their intuitive use by older people. In this quest to develop intuitive interfaces for older people, two experiments were conducted that systematically investigated redundancy (the use of both text and icons) in interface design, complexity of interface structure (nested versus flat), and personal user factors such as cognitive abilities, perceived self-efficacy and technology anxiety. All of these factors could interfere with intuitive use. The results from the first experiment suggest that, contrary to what was hypothesised, older people (65+ years) completed the tasks on the text only based interface design faster than on the redundant interface design. The outcome of the second experiment showed that, as expected, older people took more time on a nested interface. However, they did not make significantly more errors compared with younger age groups. Contrary to what was expected, older age groups also did better under anxious conditions. The findings of this study also suggest that older age groups are more heterogeneous in their capabilities and their intuitive use of contemporary technological devices is mediated more by domain-specific technology prior knowledge and by their cognitive abilities, than chronological age. This makes it extremely difficult to develop product interfaces that are entirely intuitive to use. However, by keeping in view the cognitive limitations of older people when interfaces are developed, and using simple text-based interfaces with flat interface structure, would help them intuitively learn and use complex technological products successfully during early encounter with a product. These findings indicate that it might be more pragmatic if interfaces are designed for intuitive learning rather than for intuitive use. Based on this research and the existing literature, a model for adaptable interface design as a strategy for developing intuitively learnable product interfaces was proposed. An adaptable interface can initially use a simple text only interface to help older users to learn and successfully use the new system. Over time, this can be progressively changed to a symbols-based nested interface for more efficient and intuitive use.
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50

Polson, Debra M. "The SCOOT experience : games in place : collaborative interventions in socio-spatial practices." Thesis, Queensland University of Technology, 2013. https://eprints.qut.edu.au/61242/1/Debra_Polson_Thesis.pdf.

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The principal focus of this thesis is the representation of a significant creative practice in relation to the design and installation of the Location-Based Game, SCOOT. This project demonstrates new understandings relating to the contingencies and potentials for transferring positive aspects of digital gameplay to everyday physical environments in an effort to reveal hidden histories and revitalise peoples’ interactions with their local urban spaces.
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