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1

Salomonsson, Dennis, and Viktor Häll. "User Experience : Att konkretisera tillvägagångssättet med utgångspunkt från ett fallföretag." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-86102.

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There are many different details to consider for developers when creating a new product. Many believe that the functions is the most important. However the question about how the products User Experience should be handled gets more and more important. Because of that there are lots of tests before every launch to ensure that the product gets a better welcoming with the customers. The purpose with this study was to create a overview for how to create a better User Experience. We have created a guideline in this topical subject through creating a methodology to follow. This was done because of the difficulty to follow the current guidelines, and especially from those who really don´t know the subject. This study was based on previous research with a qualitative data collection method. We did our study from the eyes of a case business where we had interviews to get their opinions about User Experience and methodologies that already exists. The information that were used as method for the selection of informants because it was important for us that the informants knew what they were talking about. The purpose of the empirical data was to conclude which parts that were necessary to include in a methodology to get a more advanced User Experience but also why it is important. With this information we could give our version of a methodology to create a User Experience that fit in different projects. The results of the study contain the parts that we thought was important for creating a methodology that the developers could use. These were Design, UX-design, User Behavior, Usability and Human Computer Interaction that we later compiled to different phases in our methodology for User Experience. Furthermore when we concluded the phases for our methodology and these were Understanding where the developers shall create an understanding about what the user really wants. Research where you research what techniques that should be a part of a modern product. Sketch where you work from what the customer wants to get prototypes and test them to get their opinion. Design where you confirms which of the prototypes you will use in a completed design. Implementation where you create the product. The last phase is Evaluate where you do usability testings continuously to know that it is really working.
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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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Johansson, Victor. "The Total User Experience." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20532.

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Denna rapport är resultatet av ett examensarbete på Malmö Högskolas Produktdesignprogram. Projektets syfte har varit att utforska framtiden inom mobil kommunikation. Det är utfört av Victor Johansson i samarbete med Sony Ericsson Mobile Communications AB.Allt fler funktioner flyttar in i våra telefoner; biljetter, betalkort, kartor, tidtabeller och fotoalbum. Genom att dessa saker flyttar in i telefonen blir de immateriella. Men vad händer när allt fler saker blir immateriella och interaktionen med denna icke-fysiska värld förblir platt och endimensionell? Finns det bättre sätt att nå, hantera och ”greppa” i denna världen?Projektet började med en studie vilken till stor del bestod av trendanalyser. Målet med studien var att fastställa problemområden och att ta fram en problemställning. Efter det följde projektet den traditionella designprocessen med brief, idéprocess, skissprocess, prototyp och slutkoncept.Projektet har resulterat i ett fysiskt koncept som är tänkt att ligga tre år fram i tiden. Konceptet gör innehåll från den immateriella världen mer tillgängligt för användaren och utforskar nya sätt att interagera med detta innehåll.
This report is the result of a thesis project at Malmö Universitys Productdesignprogram. The purpose of the project has been to explore the future of mobile communications. It is written by Victor Johansson, in collaboration with Sony Ericsson Mobile Communications AB.More and more functions move into our phones; tickets, credit cards, maps, schedules and photo albums. When these things move into the phone they become intangible. But what happens when more and more things are intangible, and interaction with this non-physical world remains flat and one dimensional? Are there better ways to reach, manage and "grab" this world?The project began with a study which largely consisted of trend analysis. The goal of this study was to identify problem areas and to develop a problem. Afterwards the project followed the traditional design process with a brief, idea process, sketching process, prototypes and final concept.The project has resulted in a physical concept that is supposed to be launched three years from now. The concept makes content from the intangible world more accessible to the user and explores new ways to interact with this content.
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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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Ercoli, Pierpaolo. "Wearable device e User Experience." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10383/.

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La tesi tratta in modo approfondito il concetto di wearable device, i suoi utilizzi e l'esperienza d'uso da parte dell'utente soffermando l'attenzione sui principali dispositivi presenti in commercio e non. Nello specifico vengono trattati smart watch, smart glass e visori per la realta virtuale. Nella sezione conclusiva vengono trattati gli standard ISO relativi all'ergonomia degli utenti con i computer, descrivendo nel dettaglio le direttive che sono presentate nello standard ISO 9241:210-2010.
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Hobbs, Katherine Anna. "Designing the ClockSketch user experience." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/105990.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2015.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 51-53).
In this thesis, we designed and implemented a user interface for doctors to view patient results from the Clock Drawing Test as computed by the ClockSketch system. We identied four primary goals for the interface: glanceability, familiarity, minimalism, and trustworthiness. Following a spiral-based design process, we systematically built and iterated over interface prototypes with these goals in mind.
by Katherine Anna Hobbs.
M. Eng.
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Kendrick, Victoria L. "The user experience of crowds." Thesis, Loughborough University, 2013. https://dspace.lboro.ac.uk/2134/13888.

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This thesis is concerned with the user experience of crowds, incorporating issues of comfort, satisfaction, safety and performance within a given crowd situation. Factors that influence the organisation and monitoring of crowd events will be considered. A comprehensive review of the literature revealed that crowd safety, pedestrian flow modeling, public order policing and hooliganism prevention, has received the greatest attention with previous research on crowds. Whereas crowd performance, comfort and satisfaction has received less attention, particularly within spectator events (sporting and music for example). Original research undertaken for this doctoral thesis involved a series of studies: user focus groups, stakeholder interviews, and observational research within event security and organisation. Following on from these investigations, the findings have been integrated with a tool to assist crowd organisers and deliverers during the planning of crowd events, and accompanying user feedback interviews following use of the tool. The overarching aim of the research within this thesis was to explore the complex issues that contribute to the user experience of being in a crowd, and how this might be improved. The crowd user focus groups revealed differences in factors affecting crowd satisfaction, varying according to age and user expectations. Greater differences existed between crowd users, than across crowd situations, highlighting the importance of identifying expected crowd members when planning individual events. Additionally, venue design, organisation, safety and security concerns were found to highly affect crowd satisfaction, irrespective of group differences or crowd situations, showing the importance of these issues when considering crowd satisfaction for all crowd events, for any crowd members. Stakeholder interviews examining crowds from another perspective suggested that overall safety was a high priority due to legal obligations, in order to protect venue reputation. Whereas, comfort and satisfaction received less attention within the organisation of crowd events due to budget considerations, and a lack of concern as to the importance of such issues. Moreover, communication and management systems were sometimes inadequate to ensure compliance with internal procedures. In addition a lack of usable guidance was seen to be available to those responsible for organising crowd situations. Eleven themes were summarised from the data, placed in order of frequency of references to the issues: health and safety, public order, communication, physical environment, public relations, crowd movement, event capacity, facilities, satisfaction, comfort, and crowd characteristics. Results were in line with the weighting of the issues within the literature, with health and safety receiving the most attention, and comfort and satisfaction less attention. These results were used to form the basis of observational checklists for event observations across various crowd situations. Event observations took two forms: observing the role of public and private security, and observing crowd events from the user perspective. Observations within public and private security identified seven general themes: communication, anticipating crowd reaction, information, storage, training, role confusion, financial considerations and professionalism. Findings questioned the clarity of the differing roles of public and private security, and understanding of these differences. Also the increasing use of private over public security within crowd event security, and the differing levels of training and experience within public and private security were identified. Event observations identified fifteen common themes drawn from the data analysis: communication, public order, comfort, facilities, queuing systems, transportation, crowd movement, design, satisfaction, health and safety, public relations, event capacity, time constraints, encumbrances, and cultural differences. Key issues included the layout of the event venue together with the movement and monitoring of crowd users, as well as the availability of facilities in order to reduce competition between crowd users, together with possible links to maintaining public order and reducing anti-social behaviour during crowd events. Findings from the focus groups, interviews, and observations were then combined (to enhance the robustness of the findings), and developed into the Crowd Satisfaction Assessment Tool (CSAT) prototype, a practical tool for event organisers to use during the planning of crowd events. In order to assess proof of concept of the CSAT, potential users (event organisers) were recruited to use the CSAT during the planning of an event they were involved in organising. Semi-structured feedback interviews were then undertaken, to gain insight into the content, usefulness, and usability of the CSAT. Separately human factors researchers were recruited to review the CSAT, providing feedback on the layout and usability of the tool. Feedback interviews suggested the CSAT was a useful concept, aiding communication, and providing organisers with a systematic and methodical structure for planning ahead, prioritising ideas, and highlighting areas of concern. The CSAT was described as being clear and easy to follow, with clear aims, and clear instructions for completion, and was felt to aid communication between the various stakeholders involved in the organisation and management of an event, allowing information to be recorded, stored and shared between stakeholders, with the aim of preventing the loss of crucial information. The thesis concludes with a summary model of the factors that influence crowd satisfaction within crowd events of various descriptions. Key elements of this are the anticipation, facilities, and planning considered before an event, influences and monitoring during an event and reflection after an event. The relevance and impact of this research is to assist the planning of crowd events, with the overall aim of improving participant satisfaction during crowd events. From a business perspective the issue is important with competition between events, the desire to encourage return to events, and to increase profit for organisers. From an ergonomics perspective, there is the imperative of improving the performance of crowd organisers and the experience of crowd users.
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Nissinen, T. (Tuomas). "User experience prototyping:a literature review." Bachelor's thesis, University of Oulu, 2015. http://urn.fi/URN:NBN:fi:oulu-201504221415.

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According to the human-centered design process, prototyping is an essential element of user experience (UX) design. This literature review aims to provide an overview of user experience prototyping and answer the following questions based on previous literature: How does UX design benefit from prototyping? What kinds of prototypes and prototyping tools exist? In which phases of the UX design process is prototyping most valuable? This literature review reveals that prototyping increases the understanding of user needs and context, allows designers to explore and evaluate design ideas and communicate design decisions. Low-fidelity prototypes provide insight early in the design process when possible designs are explored and initial usability evaluations are conducted. High-fidelity and e.g. multi-fidelity prototypes can include more sophisticated interactive features and act as living specification for developers and other stakeholders. Low-fidelity prototyping tools are widely available and easy to use, while higher fidelity tools are often viewed as time consuming and more difficult to use.
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Holm, Anders, and Kullström Christoffer Sundberg. "User Responsive User Experience Design: Building a Conceptual Framework." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-1036.

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To a large extent, business-customer interactions are acted out on digital meeting places. When the possibilities for businesses to engage in face-to-face interactions decrease, relationship building and customer service becomes more of a challenge. Digital services are easily duplicated by competitors and with standardization of interfaces and products, customers tend to switch more frequently between providers. One area where the creation and maintenance of loyal customers appears to be highly relevant is the domain of e-banking. Studies have shown that by personalizing the experience for the user, customer loyalty can be enhanced. Existing methods of interface adaptation shifts the responsibility for the resulting user experience design from the designer to either the user or the system. However, research shows that handing over responsibility for the design to the user can damage the user experience. Furthermore, we argue that as long as computers cannot translate the meaning of what a human communicates, and understand the motivation that lies behind her actions, human designers and researchers need to own the responsibility for designing user experiences. Responsive web design differ from the concept of user responsiveness in the way that it is not truly responsive to the user but to the technical device that is used. Following a design science research methodology, this paper presents the development of a conceptual framework for user responsive user experience design (URUXD) that aims to strengthen the bond between user and provider by enabling a more relevant and personalized user experience. The conceptual framework introduces a way to design user responsive information systems that could be useful in domains where the user audience is large and diverse, as in the case of e-banking. A personalized user experience is enabled by transcending the current use of personas as design tools to also involve them in categorizing real-time users through the use of personas as mapping tools. Multiple persona sets are incorporated in the framework which gives the user experience designer the possibility of designing a holistic user experience for each persona set. The framework thus enables the incorporation of multiple GUI designs in an information system that is user responsive, without the risk of violating usability principles.
Interaktionen mellan företag och kund sker nuförtiden oftast på digitala mötesplatser. När möjligheten för företag att träffa kunden öga mot öga minskar blir det en utmaning att skapa nära affärsrelationer och förmedla bra kundservice. Med konkurrenter som enkelt kopierar digitala tjänster och med en standardisering av gränssnitt och tjänster tenderar kunder att oftare byta leverantör. Inom e-banking framstår därför skapande och upprätthållande av lojala kunder som högst relevant. Genom att personifiera användarupplevelsen kan kundlojaliteten förbättras. Befintliga metoder för gränssnittsadaption lämnar över ansvaret för den resulterande designen från designern till antingen användaren eller systemet. Men, om ansvaret för designen tilldelas användaren kan resultatet bli i en skadad användarupplevelse. Så länge datorer inte kan översätta meningen bakom vad en människa kommunicerar eller skapa en förståelse för en användares bakomliggande motivation till varför hen utför handlingar, måste mänskliga designers inneha ansvaret för designen av användarupplevelsen. Vidare skiljer sig responsiv webbdesign från konceptet användarresponsivitet i meningen att responsiv webbdesign inte är direkt responsiv mot användaren utan snarare mot den tekniska apparat som används. Genom att följa en design science forskningsmetodik utvecklades ett konceptuellt ramverk för design av användarresponsiva användarupplevelser (user responsive user experience design (URUXD)). Målet var att stärka bandet mellan användare och leverantör genom att möjliggöra en mer relevant och personifierad användarupplevelse. Det konceptuella ramverket introducerar ett sätt att designa användarresponsiva informationssystem vilket kan vara användbart i domäner där användargruppen är stor och heterogen, vilket är fallet för e-banking. En personifierad användarupplevelse möjliggörs genom att utöka det befintliga användningsområdet för designverktyget personas till att även inkludera dem som mappningssverktyg för att kategorisera användare i realtid. Multipla persona sets införlivas i ramverket vilket skapar möjlighet för designern att skapa en holistisk användarupplevelse för varje enskilt persona set. Det konceptuella ramverket möjliggör därigenom för multipla gränssnittdesigns för ett informationssystem som därmed blir användarresponsivt, utan att underminera principer för användbarhet.
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Talstoi, Aleh, and Zackarias Madsen. "The user interface and user experience of Web Design." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16452.

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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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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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Barksdale, Jeremy Totton. "Social Integration in Agile User Experience: Building Social Capital in Agile User Experience Software Teams." Diss., Virginia Tech, 2013. http://hdl.handle.net/10919/50557.

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As the practice of software engineering matures, project teams are leveraging the expertise of those with a background in other disciplines such as user experience. This multidisciplinary collaboration has implications on how user experience is incorporated into the software they produce. It also has consequences for the interaction within the team. This research aims to address the implications and consequences by explaining and evaluating the impact of socio-cognitive factors and governance forms on agile user experience software teams. The objective is to support multidisciplinary agile user experience software teams in managing their interaction as a means to improving how user experience knowledge is managed. Results from a qualitative comparative analysis (QCA) were that: a combination of trust and shared meaning are associated with the impediment of knowledge construction and dissemination; a combination of lead governance, trust, and shared meaning are associated with knowledge dissemination; and a combination of lead governance and shared meaning are associated with the impediment of knowledge use. Review from an expert review of the Team Interaction Framework were that there are benefits to using the framework and ways to ease it use, but also limitations and anticipated challenges to its application. The findings from this research suggest that each theoretical component of the framework is relevant, but it is unclear whether the structural dimension is useful when studying agile user experience teams given environment similarity across teams. The contributions of this research are the Team Interaction Framework as a guide to evaluating the social interaction in agile user experience teams, a method for assessing the social interaction in agile user experience teams via a Team Interaction Assessment, and lightweight practices for improving the social interaction in these teams.
Ph. D.
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Nilsson, Tobias, and Elias Tilander. "User Experience Mål för UGC-Tjänster : En studie om användarens upplevelse av användargenererat innehåll." Thesis, Halmstad University, School of Information Science, Computer and Electrical Engineering (IDE), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-4645.

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Uppkomsten av dagens Web 2.0 har skapat möjligheter till större interaktivitet hos användarna. Denna utveckling har även följts av en möjlighet att skapa användargenererat innehåll, ett fenomen som benämns User Generated Content (UGC). En av de viktigaste aspekterna inom UGC är att det måste uppnå en god användbarhet, men likväl måste tjänsterna också erbjuda en rik subjektiv upplevelse. Denna subjektiva upplevelse benämns som User Experience och är ett uttryck för den upplevelse och tillfredställelse en användare känner då den ställs inför ett interaktivt gränssnitt. Syftet med uppsatsen var att identifiera User Experience av UGC-tjänster. Uppsatsen karaktäriseras av en kvalitativ ansats och grundar sig i en explorativ undersökning med loggböcker och intervjuer, där nio respondenters upplevelser ligger till grund för uppsatsens resultat. Uppsatsen bidrar med en modell över User Experience mål för UGC-tjänster. Modellen bidrar till en ökad förståelse för vad som utgör en god User Experience av en UGC-tjänst och kan på så vis vara vägledande för de som designar dessa typer av tjänster.

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Elhorr, Suzanne. "The three dimensional relation between user system experience, user satisfaction, and user acceptance." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12957.

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Context. The subject presented in this research is the fact that people resist IT induced change and want to maintain their current situation when implementing a new information system.  If no strategy is set to deal with it, resistance to change leads to Information System failure. Objectives. In this study, the author is investigating how to anticipate and handle resistance to change when implementing a new information system in order to succeed. This is followed by introducing the factors affecting user satisfaction which in turn affects user acceptance. Methods The data collection involves interviews in order to assemble appropriate, justifiable and relevant data, in addition to surveys to measure and validate the hypotheses in this thesis. The banking sector in Lebanon was selected as a source of data collection. Results. Three factors Perceived ease of use(PEOU), Perceived Usefulness (PU), and User Involvement react together to satisfy user and hence to make the user accept change. Conclusions. Based on the studies conducted so far with respect to this topic, there exists an indirect relationship between the three factors discussed in this thesis, the user satisfaction, and the user acceptance. The more the user finds the system easy to use (simple way of work with less efforts) and useful (the extent to which person’s work is improved) and the more he/sh  is involved, the more he is satisfied and hence the more he is willing to accept the change and causes system success.
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Mansoor, Ali, and Zahid Mahboob. "User Experience Evaluation in Mobile Industry." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4293.

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Context: The Telecommunication industry has experienced a great revolution since last decade. Mobile devices become the new fashion trend and play a vital role in every one´s life. Due to this reason, major industry experts predict the upcoming time to be the time of Mobile Industry. The success of mobile industry is by and large dependent on its consumers. Therefore it is necessary for the vendors to focus on their target audience i.e. what are the needs and requirements of their consumers and how they feel and perceive about their products. UX evaluation of mobile products and services (MPS) can help the organizations for developing more user friendly products and services that can meet the user expectations, needs and acceptance. Objectives: In this thesis study, one of our main focuses was to explore different definitions and concepts of UX present in academia, ISO and other standards. Also, we were interested to identify different UXEMs and the UX role in mobile industry in order to develop a better understanding about the importance of UX in the success of Mobile products and services (MPS). Methods: An exploratory case study was carried out to answer the research questions of this thesis study. At the end, the results of the case study were evaluated from a workshop, held at Ericsson AB (Karlskrona). On the basis of case study and workshop, final results are presented. Results: During this thesis study, we have proposed an initial framework to understand UX. We have also proposed a toolkit of UXEMs that can provide guideline about UXEMs i.e. which UXEM is suitable for which factor of UX and during which phase of development life cycle. Conclusions: In academia (literature), different definitions and terminologies are present for UX but still no consensus is found on one single definition of UX. In academia, different authors have identified different UX factors that may influence the UX in adoption of MPS. Through Case Study, we identified different UXEMs and UX evaluation criteria that are used to capture the UX. We have presented different UX factors that need to be focused for evaluating UX in Mobile Industry. We conclude that there is a need of such UXEM or UXEMs that can capture the broader picture of UX as most of the identified UXEMs were only useful to measure some of the UX factors. After conducting workshop at Ericsson AB (Karlskrona), we conclude that there is need to make industry and academia more closer for developing good understanding about UX i.e. still industry people are not much familiar with different UXEMs and UX factors .
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Jacobs, Gershwin. "User experience guidelines for mobile natural user interfaces: a case study of physically disabled users." Thesis, Nelson Mandela Metropolitan University, 2017. http://hdl.handle.net/10948/17547.

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Motor impaired people are faced with many challenges, one being the of lack integration into certain spheres of society. Access to information is seen as a major issue for the motor impaired since most forms of interaction or interactive devices are not suited to the needs of motor impaired people. People with motor impairments, like the rest of the population, are increasingly using mobile phones. As a result of the current devices and methods used for interaction with content on mobile phones, various factors prohibit a pleasant experience for users with motor impairments. To counter these factors, this study recognizes the need to implement better suited methods of interaction and navigation to improve accessibility, usability and user experience for motor impaired users. The objective of the study was to gain an understanding of the nature of motor impairments and the challenges that this group of people face when using mobile phones. Once this was determined, a solution to address this problem was found in the form of natural user interfaces. In order to gain a better understanding of this technology, various forms of NUIs and the benefits thereof were studied by the researcher in order to determine how this technology can be implemented to meet the needs of motor impaired people. To test theory, the Samsung Galaxy s5 was selected as the NUI device for the study. It must be noted that this study started in the year 2013 and the Galaxy S5 was the latest device claiming to improve interaction for disabled people at the time. This device was used in a case study that made use of various data collection methods, including participant interviews. Various motor impaired participants were requested to perform predefined tasks on the device, along with the completion of a set of user experience questionnaires. Based on the results of the study, it was found that interaction with mobile phones is an issue for people with motor impairments and that alternative methods of interaction need to be implemented. These results contributed to the final output of this study, namely a set of user experience guidelines for the design of mobile human computer interaction for motor impaired users.
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Ngaye, Zonke. "User experience metrics for Dr Math." Thesis, Nelson Mandela Metropolitan University, 2012. http://hdl.handle.net/10948/d1012036.

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The purpose of this research study is to propose guidelines for providing a positive user experience for pupils using Dr Math®. User experience was found to have a positive impact on the acceptance and adoption of a product. Thus the proposed guidelines contribute in maximizing the adoption and acceptance of Dr Math® among pupils. This study begins with an introductory chapter that describes the problem that forms the basis for this research. The chapter defines the objectives that this study is intended to achieve in order to accomplish its ultimate goal. The methodology followed to conduct this research study as well as its scope are also defined here. The results from a preliminary survey revealed that despite its potential accessibility, Dr Math® has a low adoption rate. However, when compared to other mobile learning (m-learning) applications for mathematics learning, Dr Math® is more popular. Thus Dr Math® was selected as a case for study. Chapter 2 of this study provides a detailed description of Dr Math® as a local mobile application for mathematics learning. It was found that the affordability and accessibility of Dr Math® did not necessarily imply a high adoption rate. There are various possible barriers to its low adoption. User experience (UX), which is the focus of this study, is one of them. Thus, a subsequent chapter deals with UX. Chapter 3 discusses UX, its scope, components and definition and places particular emphasis on its significance in the success of any product. The chapter also highlights the characteristics of a positive UX and the importance of designing for this outcome. In Chapter 4, a discussion and justification of the methodology used to conduct this research is discussed. This study primarily employs a qualitative inductive approach within an interpretivism paradigm. An exploratory single case study was used to obtain an in-depth analysis of the case. Data was collected using Dr Math® log files as a documentary source. Gathered data was then analysed and organized into themes and categories using qualitative content analysis as outlined in Chapter 5. Also the findings obtained from the results, which are mainly the factors that were found to have an impact on the user interaction with Dr Math®, are presented here. The identified factors served as a basis from which the guidelines presented in Chapter 6 were developed. Chapter 7 presents the conclusions and recommendations of the research. From both theoretical and empirical work, it was concluded that Dr Math® has the potential to improve mathematics learning in South Africa. Its adoption rate, however, is not satisfying: hence, the investigation of the factors impacting on the user interaction with Dr Math®, from which the proposed guidelines are based.
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Mashapa, Job. "A model for managing user experience." Thesis, Nelson Mandela Metropolitan University, 2013. http://hdl.handle.net/10948/d1020765.

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New innovative products are being designed while the user interface of existing products is constantly being revamped to give them a new look. All this is an effort to bring a satisfactory interacting experience for the user. However, in most cases users do not feel that they experience that benefit. The introduction of a new product, or the enhancement of the functionality and user interface of an existing product, often faces criticism and brings resistance to the acceptance and usage of the product by the users. Therefore, the change in user interface or introduction of new products does not only affect the business processes but also the lifestyles of the users, as well as their overall user experience. One of the most important components for the success of any product is a positive user experience. User experience refers to the subjective feeling of the user that results from their interaction or intention to interact with a product in order to perform a specific task in a specific environment. When the user interface and functionality of a product match the expectations of the users and make the users effective and efficient, feel safe and attain some level of self-worth from using or possessing the product, their interaction with the product becomes more satisfactory. User experience practitioners are in agreement that a change to the user interface influences the user experience of the people when interacting with the product; hence it affects change in the user experience of the people. A vast body of literature exists on the methods for evaluating user experience as well as on the principles that are aimed at guiding the design of products for a positive user experience. However, there is a lack of a means to manage this change in user experience that results from the changes in the features of the user interface or the product functionalities. This inadequacy opens up the potential for integrating change management principles in order to manage user experience. However, existing change management principles do not address the user experience aspects when managing change. Following the above premise, this study focused on the development of a model for managing user experience: the User Experience Management Model (UXM2). The UXM2 infers its components from the disciplines of user experience and change management. Its uniqueness is seated in its people-centred approach that aims to effect a free-will change in the individuals towards a long-term positive user experience. The proposed model further aims to promote the voluntary acceptance of a product, which is contrary to the mandatory change that is guided by the policies of the organization, as discussed in the study. The UXM2 was developed from a thorough argumentation of literature on user experience and change management. The components that were required for development of the model were identified from literature, and were evaluated for their relevance by means of academic publications in subject domain international conferences. The academic publications underwent double-blind peer review with subject domain experts. The model was evaluated for its relevance and potential applicability through interviews and discussions with subject domain experts. The subject domain experts consist of user experience practitioners and academic professionals in the domain of HCI. The subject domain experts also evaluated the model by means of an evaluation tool comprising of a Likert scale rating of the proposed components and related activities for managing user experience. The target users of the UXM2 are user experience practitioners and product developers who aim to promote a sustainable long-term positive user experience for the people interacting with their products. The UXM2 is aimed at being used for the design of products that are meant for institutional use, personal use, mandatory use and optional use. It is believed that adoption of the UXM2 will promote acceptance of the product by users, with an associated sustainable positive long-term user experience.
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Klotins, Eriks. "Usability and user experience : measurement model." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4722.

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Software quality is one of success factors in software development. Usability and user experience (U&UX) as a part of software quality is becoming more and more important. Although, there has been successful attempts to formalize specific parts of U&UX there is still a need for a systematic framework of U&UX evaluation. This thesis is aimed to study the state of the art in U&UX evaluation in order to develop a single framework that comprises existing knowledge on the topic. Furthermore, the U&UX evaluation framework is aimed to support product development in industry and provide a versatile guide for U&UX practitioners. The study is based on reference based systematic review. The literature review covers both scientific publications and industrial grade papers. The papers to be reviewed were selected by their relevance to the study goals and credibility of the source. The result of this is three layer U&UX evaluation framework. First layer of the Model features breakdown structure of usability and user experience. Total number of usability and context of use attributes is 217. Second layer of the model contains guidelines of how to perform usability evaluation. Third layer features validation strategies and guidelines on how to expand the Model. In order to enable practical use of the Model both static and dynamic validation should take place. There are many models in place attempting to formalize U&UX evaluation. However, most of them focuses on particular branch of usability or are too broad to be applied practically without adaption. Furthermore, there are many resources offering practical usability and user experience checklists or guidelines. However, most of them lack connection with industry standards such as ISO/IEC 9126. The Model presented in this thesis attempts to fill the gap between high level industry standards and cook book style U&UX guidelines.
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Dodla, Krishna Chaitanya. "Does environment affect the user experience?" Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-80651.

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Many organizations use the internet to reach out to their customers and also offer many services through their websites. Organizations prefer usability study on their developed systems to compare their product/system with the competitors and also to find the difficulties, while real users work on the system. Usability helps organizations to know whether targeted users are able to use the developed system without any problems. Usability testing normally takes place in a controlled environment and conclusions are drawn based on the obtained results. But today’s world has entirely changed with the introduction of better technologies and the people are using products everywhere with the help of portable devices like smart phones, tablet pc devices, portable laptops etc. Many researches previously experimented to evaluate the noise effects on participant’s performance and then derived conclusions of its effects. This research is aimed to find the chances of the results of usability testing getting effected in noisy environment compared to controlled environment. Task-Based Usability testing technique was used to find the noise effects in terms of task success rate and task completion time and also, SUS (System Usability Scale) is used to calculate changes in user’s assessments. Total 30 participants had participated in this study and all the participants were divided into two groups each consisting of 15 participants. One of the groups has participated in usability testing on selected websites in noisy environment while another group in normal environment. This study produced two different results; first result proves the task success rate and task completion times were affected by the noisy environment and user’s performance was better in calm environment compared to noisy environment. Second result shows user’s assessment IS not affected in any environment. The above situations have been discussed in detail.
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Reily, Todd R. (Todd Richard). "User experience design of complex systems." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/77063.

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Thesis (S.M. in Engineering and Management)--Massachusetts Institute of Technology, Engineering Systems Division, System Design and Management Program, 2012.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 104-105).
Over recent years, the global marketplace and its consumers have developed a mutual recognition for the rising prominence of design that delivers high quality user experience. For the provider of products and services, such design has emerged as a critical differentiator that creates new opportunities for revenue and drives customer loyalty. For the consumer, design can often surpass commoditized technical specifications as a basis for making purchase decisions. Nevertheless, despite their best intentions, many organizations still fail to successfully integrate design strategies into their existing processes and culture. This research examines the critical factors that enable successful implementation of design strategies under current market conditions in a way that produces sustained customer loyalty and revenue. Methods utilized in this research include one-on-one interviews, online surveys, and comparative case studies to ensure proper balance and perspective. The interviews were conducted with design leaders at organizations such as Philips and Frog Design. They covered the role that design plays at organizations, including the conditions necessary for successful design strategies and the barriers that they generally face. Surveys conducted for this research examined the personal experiences of 120 managers, engineers, and designers on the development of consumer-facing products, services, and systems. The result of these methods was a series of findings that supports the notion that a holistic "systems-based" approach offers competitive advantages to organizations looking to successfully implement a design-oriented strategy. It is this perspective that allows organizations to realize solutions that balance business objectives, technical capabilities, and design principles to meet customer intentions. It is proposed by this thesis that a systems-based approach has become necessary due to the ever-converging nature of today's networked products and services, particularly in the consumer marketplace. This thesis concludes with a framework of methods and principles for conceiving and designing user experiences for a complex market of convergent products and services. The framework borrows methods from Systems Thinking, Design Thinking, and User Experience Design to create a singular process that provides the clarity and simplicity necessary for a user experience amidst the complexity of a system design process.
by Todd R. Reily.
S.M.in Engineering and Management
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Goecks, Jeremy. "Understanding the social navigation user experience." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29750.

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Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2010.
Committee Chair: Mynatt, Elizabeth D.; Committee Member: Edwards, W. Keith; Committee Member: Grinter, Rebecca E.; Committee Member: McDonald, David W.; Committee Member: Potts, Colin. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Draper, Christijan D. "Ships Passing in the Night? E-Learning Designers' Experiences with User Experience." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/5487.

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This qualitative study investigated the extent to which a diverse sub-set of e-learning designers were aware of UX principles and practices, where their e-learning design practices overlapped with established UX practices, and where UX principles might benefit e-learning designers. E-learning has grown dramatically as an area of focus in instructional design within the last decade and a half. This growth suggests a need for a better understanding of design tools, concepts and principles that can guide an e-learning designer to design better and more effective instruction. One field of design that has potentially had an impact on e-learning design recently is user experience (UX) design. Both fields of UX and e-learning are concerned with designing interactions with technology, but while there are some shared ideas and terms between the two, there has been no research into the perceptions and understanding of UX tools by practicing instructional designers. Nine professional e-learning designers were interviewed to understand their perspective and experience.The findings of this study resulted in four themes and several subthemes. In general the participants of the study were not familiar with the formal practices of UX design. Many were also not familiar with several of the seminal works of the UX design field. The emergent themes suggest there are similar concerns between UX design and e-learning design. There were varying perceptions of the role of an e-learning designer as well as a broad spectrum of perception of what qualifies as good e-learning design. Participants reported the e-learning design field has numerous practitioners who lack formal training in instructional design principles in addition to limited training in other design disciplines. Participants also discussed constraints that could impact their ability to embrace UX practices. Findings suggest e-learning design practitioners and students of the field would likely benefit from a greater awareness of, or even formal training in UX practices. Additional research into the shared practices of UX and e-learning design could also likely open new opportunities to advance the practice of e-learning design.
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Arhippainen, L. (Leena). "Studying user experience: issues and problems of mobile services:– Case ADAMOS: User experience (im)possible to catch?" Doctoral thesis, University of Oulu, 2009. http://urn.fi/urn:isbn:9789514291081.

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Abstract User experience has become a popular term in research and industry. There has been a great attempt to study and design user experiences. This thesis gives a practical view to user experience studies and methods by reporting test settings and results of the ADAMOS case studies. The goal of the ADAMOS project was to investigate context- and action-sensitive services in terms of how users experience when the system can detect one’s location and actions, and then adjust according to this information. The aim of this thesis is to investigate problems and issues in studying user experiences of mobile services and to find out in which conditions the study of user experience is possible and meaningful. As a contribution this thesis provides practical information for conducting user experience studies and evaluating experiences. The first contribution is a framework (U2E-Frame), which I created and improved iteratively in each test case. The framework is method-independent and it can be used for planning and conducting tests. The second contribution of the thesis is the practical view to all methods that are created, applied, presented and evaluated in this thesis. Especially during this thesis work three novel methods (Mobile Feedback, 3E-Diary and SUE methodology) have been developed and evaluated. The evaluation of the research methods illustrates that the best practice to study user experience is to use several methods together. This enables deeper understanding of user experiences. As the third contribution of this thesis I introduce a proposal of ten user experience heuristics for design and evaluation of user experiences. The aim of these heuristics is to enable designers to understand what meaning user experience has in product design. Developers can use these heuristics for designing and evaluating user experience aspects in product design. This thesis presents the main challenges in user experience research: know what to study (comprehensive user experience), know how to study it (find appropriate methods) and know how to evaluate and design it (user experience heuristics). An answer to the research problem is that it is both possible and meaningful to study user experience when we know user experience targets, and features of the services we want to investigate, and we can use the most appropriate methods, ensure the participant’s commitment to the test and ensure analysing relationships between results collected with different methods.
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Trachtová, Monika. "Analýza vybraného e-shopu z hlediska User Experience a User Interface." Master's thesis, Vysoká škola ekonomická v Praze, 2017. http://www.nusl.cz/ntk/nusl-360177.

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The main goal of this master thesis is to choose a more user-friendly e-shop option. This finding is achieved through several testing methods. As this is a user experience and user interface topic, the concepts of this topic are more closely approximated for better understanding of subsequent testing. Another approach is the testing methods used to ensure the goal of the thesis. The key part of the thesis is a practical one, which deals with the above-mentioned testing of two variants of e-shops. E-shops are tested using five-second test methods, eye-tracking measurements that become the most important test of this thesis, oral questionnaire and complementary emotional cards. Using eye-tracking measurements, visual maps are obtained that plot the visual field of each respondent. All results are processed, analyzed and subsequently interpreted to the final result.
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Papadaki, Patricia. "User experience in automotive industry: user perspective on functionality and entertainment." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-90881.

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The impact of technology is increasing in the automotive industry resulting in user experience to have a significant role in the industry. Previous studies have researched the use of user experience in the automotive industry describing the importance of it. Studies have also described the user experience in connection to in-vehicle functions. Contrariwise, a gap has been identified in relation to the actual use and users’ preferences to these functions. The aim of this study is to analyze the users’ perspective in the automotive industry and how a high level of user experience can be achieved by identifying the preference of the users. This paper aims to identify if functions related to entertainment or functions related to functionality are preferred by the users. It is important to note that the study is not excluding any of the two different type of functions but investigates the preference of the users. Mixed method was used to respond to the research question. Two interviews with experts of the domain of automotive were conducted, where important aspects of the experts’ perspective were covered and was used to develop the survey. In order to achieve a full understanding of the user experience, a survey was sent to identify users’ preferences. The study proved user experience to be important for the organizations in the automotive industry. Moreover, it discovered a discrepancy between the experts’ perspective and the users’ perceptions. Experts expressed customer satisfactions and fulfillment of their demands to be of the primary aim of organizations in the automotive industry. Contrariwise, users expressed that organizations may consider the preference of the users but only to achieve economic and concurrent benefits. Additionally, users expressed a preference to in-vehicle functions related to functionality. More specifically, in-vehicle functions in relation to safety, connectivity and assistance in driving. As a result, this study suggests for organizations in the automotive industry to include the above functions to their vehicles in order to satisfy the demands of their customers and achieve high level of user experience but not exclude the functions related to entertainment.
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Croner, Alexander, and Jonathan Wessman. "Skeuomorphism : En Studie om Realistiska Designinslag i Digitala Gränssnitt." Thesis, Högskolan i Halmstad, Sektionen för Informationsvetenskap, Data– och Elektroteknik (IDE), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-22975.

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Skeuomorphism är ett relativt nytt begrepp inom interaktionsdesign.Skeuomorphism är en designstil vars mål är att efterlikna realistiska objekt för attframkalla och skapa vissa effekter och upplevelser, som till exempel attunderförstått kommunicera en förståelse till användaren. Litteraturstudien visadepå att ingen har undersökt hur användare upplever inslagen och effekter somutlovas är spekulationer. Denna uppsats undersöker hur användare upplever inslagav skeuomorphism i digitala gränssnitt. Studien utfördes med hjälp av metodernathink-aloud och intervjuer för att besvara frågan, ”Hur upplever användare inslag avskeuomorphism i digitala grafiska gränssnitt?”. Studien resulterade i sex punktersom presenterar hur användare upplever inslag av skeuomorphism.
Skeuomorphism is a relatively new concept in interaction design. Skeuomorphism isa design style that aims to mimic realistic objects to develop and create certaineffects and experiences, such as implicitly communicate an understanding to theuser. The literature review showed that no one has studied how users experiencethese elements and the effects that are promised are only speculations. This essayexamines how users experience the elements of skeuomorphism in digitalinterfaces. The study was conducted using the methods think-aloud and interviewsto answer the question, “How do users experience elements of skeuomorphism indigital graphical interfaces?” . The study resulted in six aspects which presents howusers experience the elements of skeuomorphism.
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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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Zimmermann, Philippe Georges. "Beyond Usability Measuring Aspects of User Experience /." Zürich : ETH, 2008. http://aleph.unisg.ch/volltext/487863_Zimmermann_Beyond_usability.pdf.

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Bruzual, Rámon. "Dynamic Online Help for Increased User Experience." Thesis, Uppsala University, Department of Information Technology, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-108034.

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De facto standard of automation equipment today involves that all configuration toolsexist in a Microsoft Windows environment. These tools usually include static helpfiles with text and images, in order to facilitate system configuration. Staticinformation rarely returns an accurate picture of a problem, and may also be kept toogeneral to supply the user with requested information. This calls for improvement ofthe technology by investigating possibilities to present relevant information.

The actual system of help files used in most applications consists of a Static Help FileSystem, where the help file is shown a Standard Viewer. Each help file consists of aunique file, such as a “.chm” file (when using the Windows Help Viewer) that containsthe HTML information (including text and images) that this viewer will display. Thissystem allows the use of conditional tags in the HTML content files (that are thencompiled into one “.chm” file) using parameters that are already predefined byundesirable settings.

A dynamic system where only relevant information is given depending on whichproduct is active removes the need for poor and ambiguous description and thus,gives the correct help instantly. In the context of Help, Dynamic Help Content refersto different Content Objects that contain the relevant information for differentconfigurations or “modes” that suit different users’ request. This information isassembled when requested by the user according to its requirements defined by theUser Profile metadata, which defines the User Profile itself.

Since the systems that are currently available in the market do not allow the Help Filedeveloper to define the Content Metadata (the data that describes which content isrelevant for each user profile), a new Dynamic Help System that presents animprovement over the actual Static Help System and that allows to this character todefine the Content Metadata is implemented in this thesis. A new prototypeapplication has been implemented with the .NET Framework, and it is in charge ofmatching the User Profile metadata with the Content metadata or, in other words, ofexecuting the dynamic rules defined by the Help File developer and of displaying thefinal help file to the user.

The new system was tested with many cases and it proved to allow the help filedeveloper to change contents, keywords and graphical profiles of an entire Set ofHelp Files, which is compressed as a “zip” file to make its distribution easier. Thiscapacity of personalization represents an improvement of the user experience andusability over the actual Static Systems, being more useful by displaying the rightinformation to the user, creating the help file on the fly while matching the UserProfile Metadata with the Content Metadata.

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Ali, Waqas. "Case Study Of Mobile Internet User Experience." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-6137.

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Mobile Internet is currently considered as the future for the Internet. Apparently the number of mobile handset sold as compared to desktop PCs is noticeable. These hints depict the potential of mobile Internet and the future market strongly relying on mobile devices. But at the same time mobile internet users are growing slower in numbers. Particularly in market where the internet access is very simple through computers, mobile internet users seems not very enthusiastic to use internet on mobile phones. Author of this study supposed on the basis of literature findings that this lack of interest is due to an unsatisfactory mobile internet user experience. This thesis work is an effort into the complex area of mobile internet and shed some light on how to improve user experience for mobile internet. The main focus of this research work is the identification of hurdles/challenges for mobile internet user experience and explores the concepts present in academia. In order to understand it properly, the author performed a systematic literature review (SLR). The overall objective of SLR is to examine the existing work on thesis study topic. This in depth study of literature revealed that mobile internet user experience is categorized into aspects, elements and factors by different researchers and considered as a central part of mobile internet user experience. There are few other factors that affect and make this job complicated and difficult such as usage context and user expectations. In this work current problems of the mobile internet user experience are identified systematically that never happened before and then discussed in a way that provide a better understanding of mobile internet user experience to academia. To fulfill the aim and objectives author of this study conducted the detailed systematic review analysis of the empirical studies from year 1998 to 2012. The research studies were identified from the most authentic databases that are scientifically and technically peer reviewed such as Scopus, Evillage, IEEE Xplore, ACM digital library. From SLR results, we have found different aspects, elements, factors and challenges of mobile internet user experience. The most common challenge faced by user and reported in academia was screen size, input facilities, usability of services, and data traffic costs. The information attained during this thesis study through academia (literature) is presented in a descriptive way which reflects that there is an emerging trend of using internet on mobile devices. Through this study author presented the influencing perspective of mobile internet user experience that needs to be considered for the advancement of mobile internet. The presented work adds contribution in a sense as to the best of knowledge no systematic review effort has been done in this area.
Silvergården 5b lgh 1404 Landskrona Sweden 0735645215
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Haugen, Kent Robin. "Mobile News : Design, User Experience and Recommendation." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-22982.

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As news consumption is shifting towards the digital domain, with mobile devices in particular, mobile news applications are becoming increasingly popular.This thesis focuses on a combination of mobile applications, with the use of recommender systems, in a news application's perspective, by identifying the state of mobile news applications available today and analyzing how they are accomplished, as well as developing a mobile news recommender application, as a use case associated with this project to see how this can be realized from a developer's perspective.Most of the commercial applications examined in this project follows a similar design pattern concerning user interfaces and user interaction, but there are some that breaks with this trend. The use of personalization and recommendation techniques as an underlying technology for news applications are becoming more wide spread, especially the use of active personalization making use of implicit user feedback.
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Tucker, Ian. "Deterritorialising mental health : unfolding service user experience." Thesis, Loughborough University, 2006. https://dspace.lboro.ac.uk/2134/5445.

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Mental health has a long history of proving to be a tough concept to define. Multiple forms of knowledge and representation seek to inform as to the nature of mental health, all contributing to the production of immense complexity as to the experience of living with mental health difficulties. This thesis sets out to explore this, by getting as close as possible to mental health service users' actual experiences. A range of forms of knowledge that pertain to inform as to service users' experiences are explored, prior to analysing a corpus of interviews with service users. These are analysed through the development of a Deleuzian Discourse Analysis. Service users' experiences are analysed in terms of the relation between discursive and non-discursive factors, which include forms of mainstream psychiatric discursive practice, such as the application of diagnostic criteria and administration of treatments, along with how such practices are experienced in non-discursive dimensions of service user embodiment and space. The challenges facing service users are seen to operate around identity and control in relation to forms of psychiatric knowledge, along with presenting particular problems with regard to how user embodiment is felt, primarily in relation to psychiatric medication, and how these are driven into the production of service user spaces, i.e. day centres. Finally, a politics of affectivity is offered, as a way to unfold the complexity of service user experience, and to emphasise the existence and potential for change that can be gained through deterritorialising mental health.
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Nilsson, Emil, and Eric Petersson. "Utvärdering av user experience på plattformsoberoende tjänster." Thesis, Högskolan i Halmstad, Sektionen för Informationsvetenskap, Data– och Elektroteknik (IDE), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-25656.

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Användning av digitala tjänster är inte längre endast begränsat till en plattform. Användningen av till exempel mobiler och surfplattor har gjort att tjänster idag anpassas för flera plattformar. En plattformsoberoende tjänst är en digital tjänst som kan användas på flera plattformar. Tidigare studier har presenterat karaktäristiska drag som beskriver plattformsoberoende tjänster. De karaktäristiska drag som har definierats är komposition, kontinuitet och följdriktighet. Studier har efterfrågat metoder eller verktyg för utvärdering av kontinuitet och följdriktighet på plattformsoberoende tjänster. Om utvärderingar av kontinuitet och följdriktighet ska kunna genomföras behöver metriker framställas, för att få en gemensam bild av vad som ska utvärderas. Ur empirin framkom det att metrikerna varierar beroende på vad för plattformsoberoende tjänst som utvecklas. Den här studien kommer att presentera ett förslag på ett tillvägagångsätt för att utveckla metriker som stöd för utvärdering av kontinuitet och följdriktighet på plattformsoberoende tjänster.
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Kristensen, Josefin. "Hållbar tillgänglighet : Ur ett User Experience perspektiv." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18588.

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Fokus på arbetet ligger på hållbar tillgänglighet för personer med funktionsnedsättning. Arbetet görs i samarbete med en organisation vars medlemmar är familjer där en eller flera familjemedlemmar har en funktionsnedsättning. Syftet med arbetet är att undersöka unga vuxna med funktionsnedsättning och deras användarupplevelsen av hjälpmedelsteknologier och teknologier genom hållbar tillgänglighet och genom en aktivitetsteoretisk lins. Datainsamlingen bestod av en enkät, fyra semistrukturerade intervjuer och tre research in the wild observationer, varav två inspelade och en ute på fältet. Data analyserades genom en aktivitetsteoretisk lins varefter resultatet påvisade tre större teman: Skillnad i användarupplevelse mellan unga vuxna och föräldrar i användningen av hjälpmedelsteknologier och teknologier. Skillnad i användarupplevelsen för unga vuxna jämfört med hur många användbarhetsproblem som uppstår vid interaktion med hjälpmedelsteknologier och teknologier. Brister i hållbar tillgänglighet. Resultatet användes för att påvisa brister på både mikronivå; inom användarupplevelen av hjälpmedelsteknologi och teknologi, samt på en makronivå; hur samhälleligt stöd brister från skola och habilitering ända upp till tillämpning av lagar, regler och rättigheter för personer med funktionsnedsättning. Slutsatsen av resultatet är att det är sämre än vad man kunnat ana vad gäller att lagar, regler och rättigheter för personer med funktionsnedsättning inte tillämpas fullt ut i praktiken i Sverige idag. Detta medför att användargruppen inte får ta del av de möjligheter som står till buds för att bli fullvärdiga aktörer i samhället, vilket dels är ett slöseri med resurser samtidigt som det hindrar deras personliga och yrkesmässiga utveckling och potential.
Focus in this work lies in sustainable accessibility for people with psychical disabilities. This work is made in cooperation with an organization which members are families where one or more family members has a disability. The purpose of this work is to investigate young people with disabilities and their user experience of assistive technology and technology, through an activity theory lens. The data collection consisted by an inquiry, four semi structured interviews and three research in the wild observations, whereas two were recorded and one were out on the field. Data was analyzed through an activity theory lens whereas the result demonstrated three larger themes: The difference in user experience between young adults and parents in the use of assistive technology and technology. The difference in user experience by young adults compared to the amount of usability problems that occurs in the interaction with assistive technology and technology. Deficiency in sustainable accessibility. The result was used to show deficiencies at both micro level; in the user experience of assistive technology and technology, and through a macro level; how society support fails from school and rehabilitation all the way up to laws, rules and rights for people with disabilities. The final result is that it is worse than what you could possibly imagine in terms of laws, rules and rights for people with disabilities in Sweden today. This causes that this user group can’t take part of the possibilities that stands a head to be full worthy actors in society, which on one hand is a waste of resources and on the other hand stops their personal and professional development and potential.
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37

Cameron, Nancy G. "User Experience Design in Online Nursing Education." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etsu-works/7045.

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Frisch, Blade William Martin. "A User Experience Evaluation of AAC Software." Bowling Green State University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1594112876812982.

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39

Bachetti, Michele. "User eXperience e MIS: un caso aziendale." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2021.

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Una delle più importanti difficoltà da superare per un'organizzazione che vuole essere competitiva nel mercato è quella di trovare sistemi efficienti per la raccolta e l'organizzazione delle informazioni a loro utili. Una delle soluzioni di maggior successo sono sicuramente i Management Information System, dei sistemi informatici che permettono una notevole semplificazione della gestione delle informazioni. Trattandosi comunque di sistemi che dovranno interagire con l'uomo, è importante assicurarsi che per la loro realizzazione vengano considerati i bisogni dell'utenza finale. Perciò l'obiettivo di questo studio è stato quello di ricercare delle metodologie di sviluppo e analisi che permettessero di raggiungere il risultato di sviluppare un sistema che potesse soddisfare le richieste sopracitate, testandone l'efficacia sul campo. Per l'approfondimento di questa tematica si è collaborato con la software-house BSD@Software per realizzare la nuova versione del loro MIS, ponendo maggiore attenzione verso le necessità degli utenti rispetto alla versione precedente. Per la raggiunta di questo obiettivo sono state integrate al metodo di sviluppo solito seguito dall'azienda delle metodologie di analisi della UX per poter individuare quali fossero le principali problematiche che la precedente versione in uso presentava, oltre all'uso di questionari che hanno permesso di raccogliere l'opinione degli utenti su ciò che è stato realizzato, ottenendo dei risultati quantitativi di facile interpretazione. I risultati finali ottenuti mostrano come la scelta di applicare queste metodologie abbia portato notevoli miglioramenti rispetto alla versione precedente, sottolineando come il tempo richiesto per il loro utilizzo sia più che ripagato in questi progetti. Per un ulteriore ricerca sarebbe interessante provare ad espandere l'utenza che ha provato il prodotto con persone con simili conoscenze ma abituate ad un ambiente diverso per verificare se si otterrebbero risultati simili.
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Core, Cristina. "Drawing the User Experience of Young Children." Doctoral thesis, Università degli studi di Trento, 2018. https://hdl.handle.net/11572/368568.

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The aim of this thesis is to analyse the trustworthiness of drawing as a method for evaluating the User Experience of young children (age 3-6). This method is not new in Child-Computer Interaction, but few studies have investigated it with young children in the kindergarten. This thesis analyses data collected in two case studies. A first longitudinal study, involving 27 participants, was aimed at investigating children’s UX when interacting with a system allowing for collective music making by physical movement. The second study, involving 31 participants, investigated children’s interaction with a tangible user interface detecting colours and emitting sound according to them. Both studies comprised a drawing activity to be run right after the end of each interactive session. Drawings were thematically analysed and contrasted with opinions gathered by adults attending the interactive sessions with the children (designers, teachers, researchers). According to the analysis, information that can be found in the drawings proves sufficiently trustworthy to capture young children’s UX, but it is strongly affected by age, and requires a mediation by teachers to be interpreted.
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Core, Cristina. "Drawing the User Experience of Young Children." Doctoral thesis, University of Trento, 2018. http://eprints-phd.biblio.unitn.it/3348/1/core_2018_drawing_the_user_experience_of_young_children.pdf.

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The aim of this thesis is to analyse the trustworthiness of drawing as a method for evaluating the User Experience of young children (age 3-6). This method is not new in Child-Computer Interaction, but few studies have investigated it with young children in the kindergarten. This thesis analyses data collected in two case studies. A first longitudinal study, involving 27 participants, was aimed at investigating children’s UX when interacting with a system allowing for collective music making by physical movement. The second study, involving 31 participants, investigated children’s interaction with a tangible user interface detecting colours and emitting sound according to them. Both studies comprised a drawing activity to be run right after the end of each interactive session. Drawings were thematically analysed and contrasted with opinions gathered by adults attending the interactive sessions with the children (designers, teachers, researchers). According to the analysis, information that can be found in the drawings proves sufficiently trustworthy to capture young children’s UX, but it is strongly affected by age, and requires a mediation by teachers to be interpreted.
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Šolín, Petr. "Návrh metodiky UIX designu pro mobilní aplikace." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-150209.

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This thesis describes the design methodology for User Experience Design and its use in the creation of mobile applications. The theoretical part focuses on defining the field of User Experience Design (UXD) in conjunction with the definition of user experience. It then focuses on the role of UX Designer and his knowledge especially in the field of design of cognitive and memory operations. The main goal of the theoretical part of the thesis is to make up a comprehensive procedure for creating mobile UX applications serving as company's manual or guidance in creating a user-friendly application. The main goal of the practical part is the author's design of methodology UX Design for mobile applications. The methodology is proposed based on the author's experience gained from the project positions as UX designers and graphic designer. A secondary goal of the practical part is the application of created the methodology on a case study of creating mobile applications.
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Conde, Mark. "Designing the User Experience for Different User Needs for B2B E-Commerce." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-217135.

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In today’s world, more and more companies are doing business with one another electronically; this has lead many of these companies to build online web stores for their customers to make business transactions with. Many of these online stores are out of date and/or lack good user research on how to design a web store to meet the demands of their users while creating a good user experience. This thesis provides several conceptual design ideas on how to create a better  user experience that takes into account the different users who are using the Seco Tools Online Store. These ideas were developed in combination from user research and previous research into design.
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Bothén, Simon, and Patrik Nilsson. "How Interactions Shape the User Experience – a Mobile Virtual Reality User Study." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20671.

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Virtual reality is becoming more popular and accessible to a broaderaudience, since practically every modern smartphone can be used. The problemwith new components of a technology is the lack of guidelines for the developers.In this thesis, a set of mobile virtual reality games were analysed and broken downinto its core interactions. These interactions were then isolated and implemented ina test application to be the base for a user study. A description of theimplementation was presented focusing on these interactions. The purpose of theuser study was to compare the different interactions and compare them to atraditional controller. From this, guidelines for mobile virtual reality interactionswere developed by analysing the result comparing the interactions for both gamersand non-gamers performance in the user study. The results of this thesis showedthat there are more preferred interactions in virtual reality and that both people thatplay video games, and those who do not, prefer virtual reality interactions over atraditional controller in many cases.
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Lindblom, Marcus, and Robin Åhlin. "Medical counselling via video using WebRTC : User interface and user experience design." Thesis, KTH, Hälsoinformatik och logistik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-260959.

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CareLigo is a medical technology company that supplies heart failure patients with a home-based care solution called OPTILOGG. OPTILOGG helps patients to keep track of their symptoms, provides medication instructions and educates them about their illness. CareLigo requested an expansion of OPTILOGG which would allow patients to talk to care providers via video communication. This thesis describes the creation of this video communication solution and how this can be done in the best way for both patients and caregivers. Based on literature studies on human-computer interaction, user interface (UI) and user experience (UX) design, a standalone Android application was developed for care providers as well as an extension in OPTILOGG taking into account that the users of OPTILOGG are often elderly with multimorbidity. Three accessibility aids were added to the extension of the OPTILOGG Android application in addition to the video solution. The first helping addition was a touch area expansion for buttons. The second aid was a screen reader feature that vocally describes objects the user clicks on. The third tool was a speech recognition feature that allowed patients to navigate in OPTILOGG with voice. The video communication between the standalone care provider application and OPTILOGG was based on WebRTC and was developed using a software development kit from a cloud communications provider called Sinch.
CareLigo är ett medicintekniskt företag som tillhandahåller hjärtsviktspatienter med en hembaserad vårdlösning kallad OPTILOGG. OPTILOGG hjälper patienter att hålla koll på deras symptom, ger medicineringsanvisningar och utbildar dem om sin sjukdom. CareLigo eftersökte en utökning av OPTILOGG vilket skulle ge patienterna möjlighet att prata med vårdgivare via videokommunikation. Detta examensarbete beskriver skapandet av denna videokommunikationslösning och hur detta kan göras på bästa sätt för både patienter och vårdgivare. Utifrån litteraturstudier gällande människa-dator-interaktion samt användargränssnitts (UI)-och interaktionsdesign (UX) utvecklades en fristående Androidapplikation för vårdgivare och en utökning i OPTILOGG med hänsyn tagen till att användarna av OPTILOGG ofta är multisjuka och äldre. Tre tillgänglighetshjälpmedel tillades i utökningen av OPTILOGG. Det första hjälpmedlet var en förstoring av klickareor runt knappar. Den andra tillgänglighetsåtgärden var en skärmläsarfunktion som beskriver objekt som användaren klickar på. Det tredje verktyget var en funktion för taligenkänning som gjorde det möjligt för patienter att navigera i OPTILOGG med röst. Videokommunikationen mellan den fristående vårdgivarapplikationen och OPTILOGG baserades på WebRTC och utvecklades med hjälp av ett utvecklingsverktyg från en molnkommunikationsle-verantör som heter Sinch.
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Unander, Marcus. "Keeping the User and User Data in Mind : A Study on Empathy and Personas." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-264539.

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One method to create and work with personas is to abstract the user data into a character with a background story and a set of goals. This method has been argued against as the method is argued to lead to, for example, stereotyping users and for not exposing User Experience (UX) designers to user data. User data has been argued to be used by UX designers to make design decision. This study examines the possibility for UX designers to empathize with a persona that have additional accessible representations of user data. The results from this study imply that it is possible for UX designers to empathize with a persona while having access to representations of user data. Additionally, the results indicate that the persona design methods used in this study need further development.
En metod för att skapa och jobba med personas är att abstrahera användardatan till en karaktär med en bakgrundshistoria och ett antal mål. Denna metod har argumenterats mot bland annat för att metoden leder till att man skapar stereotypa användare och för att inte exponera User Experience (UX) designers till användardatan. Användardata har argumenterats användas av UX-designers för att göra designrelaterade beslut. Denna studie undersöker möjligheten att empatisera med en persona som har ytterligare representationer av användardata tillgängliga. Resultatet av denna studie indikerar att det är möjligt för UX designers att empatisera med en persona medan representationer av användardata finns att tillgå. Ytterligare indikerar resultaten att designmetoderna för den persona som användes i denna studie är i behov av ytterligare utveckling.
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47

Andersson, Stina. "Development and Implementation of User Experience Interaction Guidelines." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-189940.

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The importance in finding components that may result in won market advantages for an organization has increased in the latest decade, as a result of the increasing competition across a range of industries. One factor that has been shown leading to efficient products and benefits in terms of time- and resource savings has been an implementation of user experience interaction guidelines, UXIG. These are guidelines with the purpose to improve the products within an organization out of a holistic perspective and increase the interaction between the product and its user, in a positive way. This study has been conducted at GE Healthcare Life Sciences, in Uppsala, focusing at chromatography. The purpose of this study was to investigate how to create and implement UXIG at this, large, international organization – with a heterogeneous product portfolio. In order to come up with recommendations in these questions a benchmarking study, interviews and a questionnaire was made. The purpose with the interviews and questionnaire was to find out how other organizations and their employers had been acting and thinking when reasoning about these questions whereas the benchmarking study consisted of a comparison of famous UXIGs. The result of this study shows that e.g. preparation, an overall clarity from the creators/management, a strong communication channel between the management, creators of the UXIG, its users and the users of the systems, how they are matching to the organization, their availability and structure, are important components in order to create/ develop UXIG in a successful way.
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Granlund, Jenny. "Enhance the user experience with a second screen." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-118863.

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The goal for this thesis is to create a second screen application that will enhance the experience while watching a first screen. In order to create that type of application research within the subject and reviews of existing application is conducted. The reviews resulted in functionality and content that a second screen application should have. One of the big challenges for working with a second screen balance the focus between the screens and to make sure that the application creates value, rather than taking time and being frustrating. A concept of an application based on findings and iterations that will en- hance the experience were created. The concept were realised in wireframes and design mockups. The main functionality for the application is implemented with the native language objective-c as a working prototype on iPad. The biggest finding during this thesis is to remember to focus on solving one specific problem for the user.
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Nabiyouni, Mahdi. "How Does Interaction Fidelity Influence User Experience in VR Locomotion?" Diss., Virginia Tech, 2017. http://hdl.handle.net/10919/74945.

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It is often assumed that more realism is always desirable. In particular, many techniques for locomotion in Virtual Reality (VR) attempt to approximate real-world walking. However, it is not yet fully understood how the design of more realistic locomotion techniques influences effectiveness and user experience. In the previous VR studies, the effects of interaction fidelity have been coarse-grained, considering interaction fidelity as a single construct. We argue that interaction fidelity consists of various independent components, and each component can have a different effect on the effectiveness of the interface. Moreover, the designer's intent can influence the effectiveness of an interface and needs to be considered in the design. Semi-natural locomotion interfaces can be difficult to use at first, due to a lack of interaction fidelity, and effective training would help users understand the forces they were feeling and better control their movements. Another method to improve locomotion interaction is to develop a more effective interface or improve the existing techniques. A detailed taxonomy of walking-based locomotion techniques would be beneficial to better understand, analyze, and design walking techniques for VR. We conducted four user studies and performed a meta-analysis on the literature to have a more in-depth understanding of the effects of interaction fidelity on effectiveness. We found that for the measures dependent on proprioceptive sensory information, such as orientation estimation, cognitive load, and sense of presence, the level of effectiveness increases with increasing levels of interaction fidelity. Other measures which depend more on the ease of learning and ease of use, such as completion time, movement accuracy, and subjective evaluation, form a u-shape uncanny valley. For such measures, moderate-fidelity interfaces are often outperformed by low- and high-fidelity interfaces. In our third user study, we further investigated the effects of components of interaction fidelity, biomechanics and transfer function, as well as designers' intent. We learned that the biomechanics of walking are more sensitive to changes and that the effects of these changes were mostly negative for hyper-natural techniques. Changes in the transfer function component were easier for the user to learn and to adapt to. Suitable transfer functions were able to improve some locomotion features but at the cost of accuracy. To improve the level of effectiveness in moderate-fidelity locomotion interfaces we employed an effective training method. We learned that providing a visual cue during the acclimation phase can help users better understand their walking in moderate-fidelity interfaces and improve their effectiveness. To develop a design space and classification of locomotion techniques, we designed a taxonomy for walking- based locomotion techniques. With this taxonomy, we extract and discuss various characteristics of locomotion interaction. Researchers can create novel locomotion techniques by making choices from the components of this taxonomy, they can analyze and improve existing techniques, or perform experiments to evaluate locomotion techniques in detail using the presented organization. As an example of using this taxonomy, we developed a novel locomotion interface by choosing a new combination of characteristics from the taxonomy.
Ph. D.
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Bahlenberg, Robin, and Xing Yan. "Anthropomorphic design and anticipated user experience : A two-step provocational design study of the user experience of smart anthropomorphic products." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-161105.

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We often see anthropomorphic designs in movies as highly intelligent robots, created to make our lives easier, but anthropomorphic is far more common than that. From cameras that look like eyes to face and voice recognition technology and avatars used by companies to support their brands. Despite this, relatively little research has been made about anthropomorphism in smart everyday products, and how that affects the anticipated user experience. Two provocative studies were conducted, where the participants provided their first impressions to picture prototypes. This generated an understanding of the general opinion of anthropomorphic designs, and when added a smart daily product. These studies showed that people are open to the idea of anthropomorphic designs, but the practicality and functionality are crucial. Through identification of multiple themes and thorough analysis, this study can serve as a blueprint to aid future studies about the anticipated user experience of smart daily products with anthropomorphic elements.
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