Dissertations / Theses on the topic 'Användarupplevelse'
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Hermansson, Love, and Felix Laxvik. "Gamification : Hur påverkar gamification användarupplevelse?" Thesis, Uppsala universitet, Institutionen för informatik och media, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-275460.
Full textMaeda, Palm Joakim. "Användarupplevelsen hos de yngsta : En kvalitativ studie som utforskar hur användarupplevelse kan utvärderas med barn under fem år." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-14142.
Full textJonsson, Jonas, and Simon Andersson. "Kontext, utvärdering och användarupplevelse : En studie om kontextens påverkan på användarnas respons vid utvärdering av användarupplevelse." Thesis, Umeå University, Department of Informatics, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-24580.
Full textIn this paper we explore the relations between context and feedback generated in three user-centered evaluations of a flash-based game. Whether it’s the social context, the physical context or the degree of intrusion from the evaluator, they all contribute to the quality of the feedback received. The selection of test subjects is a narrow process, which gives the above mentioned factors different meaning. Contextual factors have shown to influence the feedback given within both usability and user-experience. The difference in feedback given to user-experience however, was shown to be influenced mostly by the social context where the selection of test-subjects and degree of involvement from the evaluator are key factors to the subjects. The test-subjects might not express vital thoughts because they don’t want to criticize the designer or intrude on the design, nor do they want to appear stupid when something is not understood.
Naess, Erik, and Magnus Lindskog. "Pedagogisk dokumentation med en positiv användarupplevelse." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-45361.
Full textSkog, Andersen Lukas. "Integration av Utvecklingsmiljöer för en Främjad Användarupplevelse." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-84911.
Full textSchuster, Frederik, and JohnAugust Stenfeldt. "Digitalisering av kösystem med användarupplevelse i fokus." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79637.
Full textBergström, Gustav. "Sambandet mellan användarupplevelse och tillit till företag." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-129605.
Full textBoman, Jan. "Design av användarupplevelse : i författande av ljudburen text." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-10208.
Full textOlofsson, Anthon. "Att skapa en plattformsoberoende applikation med bra användarupplevelse." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74828.
Full textHellemarck, Mette, and Christoffer Bolin. "Progressiva webbapplikationer : en studie om användarupplevelse och utmaningar." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21527.
Full textStrömberg, Johanna, and Beatrice Bolmgren. "Riktlinjer för ökad tillgänglighet och användarupplevelse : En studie om att skapa riktlinjer för att förena tillgänglighet och användarupplevelse på responsiva webbplatser." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-31836.
Full textElinor, Bratt, and Herrgård Rebecka. "Ljud inom digital medieproduktion : Utmaningar och möjligheter för användarupplevelse." Thesis, Umeå universitet, Institutionen för informatik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-183248.
Full textKänngård, Max. "Förbättra Sjöbasis användarupplevelse ombord fartyg : För besättning inom Kustbevakningen." Thesis, Blekinge Tekniska Högskola, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-15574.
Full textFriman, Evelina. "Äldre vuxnas användarupplevelse från WAI-AGE riktlinjer för navigation." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20561.
Full textOlder adults belong to a target group that has a broad intra-group variation that is presented from a negative stereotype; a target group in need of help. Society has preconceived notions that older adults are "resistant" to technology due to their age-related declines in cognition and motor skills. This results in them being excluded from the development of new technology. Striving for accessible design is becoming more common at the same time as practitioners believe that accessibility contributes to boring and uninteresting design, as well as a limitation in their creativity. The EU introduced a Web Accessibility Directive that follows the World Wide Web Consortium (W3C) established design guidelines for accessibility, better known as WCAG. Web Accessibility Initiative “WAI” picked out guidelines from WCAG that are said to contribute to better design for older adults; WAI-AGE. Four design guidelines for navigation were selected from WAI-AGE to be implemented within a prototype to be tested on older adults in a remote user experience test due to COVID-19. Prior to the test, five user experience goals were set to be able to assess whether WAI-AGE guidelines work. For the study, four test participants aged 60-65 years were recruited. The participants had to complete two scenarios and answer three questionnaires. The study applied method triangulation to enhance data collection using the think aloud-method and observation. Data collected from the test underwent a deductive analysis that was examined from a holistic perspective. The results showed that WAI-AGE guidelines for navigation promote a positive user experience with a majority of goals achieved. As the participants had similar needs, there is still room to test on older adults aged 65 and up. This thesis strives to draw attention to the need for older adults to be included in the development of new technology.
Johansson, Emelie, and Anna-Mia Lagerstedt. "Hur skapas positiv användarupplevelse av resetjänster i ett internetbaserat system?" Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-20040.
Full textFalk, Faye Fannie, and Galina Lundberg. "Cool grotta! : En fallstudie om användarupplevelse i webbaserade virtuella turer." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104925.
Full textNowadays, more and more organizations within the cultural context have been exploring new ways of presenting their content to the audience. One such way is web-based virtual tours that create opportunities for the interested public to discover unique places, obtain new knowledge in an interactive way or try an entertaining way to visit a museum or a historical place. To attract visitors and be a complement to regular museums and places of heritage, these tours need to create a virtual environment where users experience a seamless flow and feel a strong sense of immersion, engagement, and presence in the virtual place. The synergy between these factors is considered to be an important one for user experience in web-based virtual tours. Therefore, the interest of this study lies in exploring how a sense of presence, immersion, and engagement influence user experience in these tours. By analyzing these elements, the study’s goal was to develop guidelines that would help achieve a good user experience and enhance the value of web-based virtual tours. To answer the research questions, the study applied qualitative and quantitative methods. Data collection was based on a specific web-based virtual tour of the World's largest cave, Son Doong. Qualitative methods of the study, user tests, and semi-structured interviews, included ten individuals. System Usability Scale (SUS), the quantitative method of the study, completed the empirical material with information regarding the usability of the tested virtual tour. While the result of SUS demonstrated a good level of usability of the studied tour, the collected results from the user tests and interviews revealed in what way and how the sense of presence, immersion, and engagement influence the user experience. The study results indicate that a good user experience in web-based virtual tours could be achieved by good navigation, compelling storytelling, variation in presenting the content, opportunities to interact with the virtual environment, customization of own experience, and broad functionality. These insights from the study results have been summarized in several guidelines that suggest what a web-based virtual tour should include to create a good user experience.
Molinder, Emelie. "Användarupplevelse av ett kognitivt hjälpmedel för personer med kognitiva funktionsnedsättningar." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-107945.
Full textPeople with cognitive impairments belong to one of the largest groups of disabled persons. Premium Comai is a tool to help people with cognitive impairments to become more independent in their daily lives. These peoples have particular difficulties with the executive functions such as remembering things or to perceive the time an activity will take. This study examines how the use of a digital calendar that is accessible for people with cognitive impairments, how users perceive the means, if they feel it helps them manage their time and to remember. To examine this, users of Premium Comai were interviewed, using semi-structured interviews. Users perceive that the device is easy to use and it helps them to plan their time. Premium Comai makes users feel safe.
Hussein, Mohamed Nasra. "Analys av användarupplevelse på IT system inom äldreomsorg : Procapita som dokumentationssystem." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-27640.
Full textSjödin, Peterson Veronica, and Natalia Prochownik. "CMS och UX : tekniker för hur man utformar en god användarupplevelse." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-27692.
Full textPålsson, Abrahamsson Anton. "Påverkar formatet användarupplevelsen? : En kvalitativ jämförelse av användarupplevelsen gällande formaten DVD/Blu-Ray och streamingtjänster." Thesis, Södertörns högskola, Medieteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-46198.
Full textThis thesis concerns the questions of how the format affect the user experience. The formats which have been researched are streaming services and DVD/Blu-Ray, as they deliver the same type of media. After a qualitative analysis of eight interviews with available informants, it was demonstrated that DVD/Blu-Ray was generally regarded as aged and less available than streamingservices.
Brisland, Karl. "Användarupplevelse på webben under skiftande tekniska förutsättningar : en fallstudie av ett implementationsprojekt." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16200.
Full textLindgren, Jenna. "Laddningstid och användarupplevelse för responsive webbdesign vs. fixerad webbdesign inom e-commerce." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20117.
Full textHesse, Petter, and Evelina Karlsson. "Internetanvändning och dess påverkan i våra liv : Hur man kan förbättra sin användarupplevelse." Thesis, Umeå universitet, Institutionen för informatik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-56757.
Full textBillqvist, Ung Malin. "Användarupplevelse vid bostadsköp på webben : En utvärdering av Derome Mark & Bostads webbplats." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-10855.
Full textÖstling, Filippa, and Holmström Gulli Bagstevold. "Samtyckesformulär möter mörka mönster : En studie om samtyckeshantering (CMP) i relation till användarupplevelse." Thesis, Södertörns högskola, Medieteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-45345.
Full textIdag möter internetanvändare dark patterns (mörka mönster) varje gång de använder sig av Internet, vare sig det uppmärksammas av användaren eller går obemärkt förbi. I denna uppsats, med hjälp av de kvantitativa och kvalitativa metoderna enkätundersökning och fokusgrupp, undersöks hur unga vuxna upplever det mörka mönstret Privacy Zuckering (integritets-zuckering) i samtyckeshantering (CMP) på Internet. Den empirin som samlades in, analyserades med hjälp av en tematisk analys och relateras till olika ansatser och teorier inom människa-datorinteraktion (HCI) och interaktionsdesign. Vi har även undersökt vilka känslor, tankar och beteenden samtyckeshantering innehållandes integritets-zuckering framkallar när vi visat och diskuterat olika gränssnitt. Unga vuxna upplever en osäkerhet kring de tekniska aspekterna av GDPR och utformningen av ett CMP, samt hantering av personliga data på Internet i relation till integritets-zuckering.
Rapp, Madeleine. "Att utvärdera och vidareutveckla ett administratörsverktyg för flerspråkig produkthantering med fokus på användarupplevelse." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-165875.
Full textAlenljung, Zackarias. "Användarupplevelse i förstärkt verklighet : En holistisk utvärdering av en AR prototyp för monteringsinstruktioner." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18733.
Full textThe manufacturing industry is important to the societies economy and therefore needs to function as flawlessly and efficiently as possible to benefit the companies, because the manufacturing process is expensive. The most expensive part of the process is the assembly, which can cost between 25-50 % of the total manufacturing cost, and in particular manual assembly work is expensive. Assembly is carried out using assembly instructions on paper or in the computer. A new technology that has the potential to further streamline the work of assemblers which is called AR (augmented reality) is under development. There are no clear design guidelines for what works or not when developers should design instructions in AR. A further difficulty is the demands that are made when using new technology for safety-critical systems. New research in safety-critical systems shows that user experience design can help achieve a safer work environment and more efficient work. This thesis explores assembly instructions in AR through the development of a prototype, which is then evaluated with the help of assemblers, to create a better understanding of the possibilities of implementing AR-based instructions when assembling from a user experience perspective. To achieve this, an interview was conducted with an external company that previously investigated the possibilities of implementing AR in its production. Subsequently, a prototype was created that was evaluated with a user experience test in which both hedonic and pragmatic qualities were investigated. The prototype achieved three out of the nine set goals. Based on the result, five recommendations were made for how instructions should be presented in AR.
Rejhagen, Amanda, and Isabella Karaoghlanian. "Designriktlinjer för en bättre användarupplevelse av notifikationer : En studie om notifikationsdesign och användare." Thesis, Södertörns högskola, Medieteknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-31906.
Full textAlsterberg, Matilda. "Mot en bättre upplevelse : Hur användarupplevelsen kan förbättras på webbplatsen hagabadet.se med fokus påinformationsarkitekturen." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-10852.
Full textEkman, Julia, and Tea Falkenberg. "Produktvisualisering av skor på webben : en studie om interaktion och användarupplevelse vid produktpresentationer online." Thesis, Högskolan Kristianstad, Avdelningen för design, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-18245.
Full textGustafsson, Carl, and Varissa Losanthia. "Den upplevda e-handeln : En kvalitativ studie kring användarengagemang och användarupplevelse i e-handelsprocessen." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-106837.
Full textDuring 2020, Sweden's e-commerce has seen an increase in sales of almost 40percent since the previous year. The reason for can be derived from thepandemic. This leads to greater demands being placed on e-commerce not onlyin the capacity and handling of goods but also on the website's generaladaptation and their buying process. Something that can influence and helpmeet these requirements is user experience and user engagement. The purposeof this study was to investigate how it is possible to influence the commitmentof the user and thereby increase the user experience in e-commerce. Previousresearch shows that user experience and user engagement have a greaterimpact on e-commerce than previously thought. User engagement is a conceptthat has a high degree of interpretation and is today a phenomenon that is stilltrying to be defined. The concept itself is context-based and to identify thesefactors, the starting point has been a framework that was considered mostappropriate for this study. Survey methods used in this study were qualitativeinterviews with observations. These methods were considered suitable forfinding out the user's subjective views as well as the user's own experiences ofperceived commitment and its process. Three main concepts were chosen fromthe framework before the empirical data collection. These concepts aremotivation, enticement and influence. The concepts in turn had subcategoriesthat fall under the main concept. Under motivation; needs, flexibility and trustcould be identified as motivating factors that get the user involved. Underenticement; navigation, categorization and appearance could be identified asaesthetic factors that affect the user's involvement in e-commerce. Lastly,under influence; positive and negative experiences could be identified asinfluencing factors for the use of an e-commerce website. What the study canconclude is that motivation together with enticement and influence areconcepts that can contribute to an increased user engagement, which in turnaffects the user experience. It emerged that a good user experience is acontributing factor to an increased user engagement, but an increased userengagement does not have to indicate that a good user experience exists.
Jungstrand, Susana, and Petra Dryselius. "Förbättra genom att förenkla : En fallstudie med fokus på användarupplevelse genom en iterativ designprocess." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-102364.
Full textThis thesis is a case study in which the aim is to use The Lean Startup as a working method to increase the amount of new and active members of a specific website by improving the user experience. The Lean Startup is an iterative method that primarily aims at developing start-up companies and to adapt its products to the market. In this project, the method has been applied to a design project. Data collection was done by both qualitative and quantitative methods. The quantitative methods have been a survey of the target group’s attitude and an analysis which worked as a tool to measure how many visitors the website had before and after the study. Qualitative evaluations have been carried out in different ways where the aim has been to investigate how the audience experiences the design and the changes that have been presented. The study shows that there were obvious problems with the original website when it comes to design and interaction. The user experience of the new design (placed here when the results are measured). The changes made in the design include the change of structure and feeling of the website, change of names on the titles and tools, and imagery to the new structure. The study shows that the structural change is working and that no major problems longer exists. The change of names has led to greater understanding of the functions and the navigation and for the imagery, has the feeling of lack of images decreased. The design has received positive feedback and the link to food and health is more clear than before. The evaluations have provided advice and feedback for future actions that developers can keep in mind. The Lean Startup has proven to work well in this interaction design project and has made the work more efficient and the product adapted to the market.
Hedström, Marita, and Linda Åkerlund. "Att skapa användarupplevelser genom digitalisering med AI : en studie av faktorer för interaktion som påverkar användarupplevelser vid digitalisering med AI hos BUP." Thesis, Högskolan Kristianstad, Avdelningen för design, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-18328.
Full textKullgren, Frans. "Faktorer som påverkar användandet av hälsotjänster." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-131836.
Full textGunnarsson, Näva. "I gränslandet : En undersökning om hur System Usability Scale förhåller sig till användbarhet och användarupplevelse." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17377.
Full textConnysson, Ellen, and Marcus Jarlevid. "Genus, estetik & gränssnitt : En empirisk studie om hur användarupplevelse påverkas genom genuskodning av gränssnitt." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96692.
Full textHCI and interaction design are strongly linked to user experience (UX), which contains a built-in focus on user experiences and an emphasis on human values, which indicates that these values as well as ethical and political ideals are often present in HCI. The purpose of this study was to investigate if gender stereotypical design affects how people of the male or female gender experience it, and to investigate normative gender stereotypes that affect how interfaces are designed depending on if the target group are men or women. Gender is a social construct created by things in society, which forms a picture of how men and women "should" be. Design is part of this gender construction, because it contributes to the stereotypes of what is "male" and "female", for example through normative colour choices. Gender-coded design is a contributing factor in standardizing and maintaining stereotypes of gender in society. The study has been done with an introductory literature study based on the concepts user experience, aesthetics, gender coding in human computer interaction, gender, and gender as a social construct. A survey was used for descriptive quantitative data collection with the methods Structured Word Choice and numerical ranking, where the experience of a calendar interface has been tested, with a masculine and a feminine colour scheme based on existing literature on genus-typical colours. Complimentary data was collected using interviews. Certain trends emerged that indicate the coloration of an interface to be more important to women and that both male and female informants to some extent prefer the interface that was coloured according to their gender, but only marginally. Most had a neutral experience of both the masculine and feminine coloration of the interface. The conclusion drawn based on the methods above is that gender-typical colouration does not affect the users experience in any major ways. Both genders believe that function is more important than form, which is what should be the focused on when creating a good user experience in a product.
Bergqvist, Joakim. "Telepresence communication för människor i kontorsmiljö : En kvalitativ studie i användarupplevelse av Mobile Robotic Telepresence." Thesis, Umeå universitet, Institutionen för informatik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-135674.
Full textMatti, Sara, and Sinikka Ankkuriniemi. ""Bygga nytt och bättre" : En fallstudie om hur användarupplevelse värderas i en myndighets IT-system." Thesis, Umeå universitet, Institutionen för informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-121251.
Full textQuach, Martin. "Inställningsmenyer i FPS-spel : Gränssnittsheuristiks påverkan på användarupplevelsen." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20513.
Full textDet finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.
Greim, Lea, and Catharina Sauvolainen. "Användarupplevelsen på en hälsowebbplats : En user experience studie av Närhälsans webbplats." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-12433.
Full textStenberg, Petter, and Rodrigo Acuna. "Användarupplevelse inom mobila applikationer : En kvalitativ utvärdering av en befintlig utvärderingsmetodiks funktionalitet i en mobil kontext." Thesis, Södertörns högskola, Institutionen för kommunikation, medier och it, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-16371.
Full textAtt välja rätt metod för att utvärdera användarupplevelsen kan vara svårt, att välja rätt metod för mobil användarupplevelse kan vara ännu svårare. En viktig orsak till detta är att mobil användning är situationsbaserat. En annan bidragande anledning är att det inte finns en teori eller ramverk för användarupplevelse som har anammats brett på grund av dess komplexitet.Syftet med denna undersökning var att utvärdera en befintlig metodartefakt i hur väl den fungerar för att utvärdera mobila applikationer. Den valda metoden AttrakDiff är en självrapporterande enkät baserad på semantiskt differentierbara ordpar. Dessa används för att utvärdera användarupplevelsen av interaktiva produkter, som bedöms efter dess hedoniska och pragmatiska kvalitéer.En undersökning genomfördes där deltagarna fick utvärdera en mobilapplikation och en webbapplikation, som därefter utvärderades med AttrakDiff. Vid genomförandet av enkäten utfördes en tänka-högt-observation följt av en intervju.Resultatet indikerar att deltagarnas användarupplevelse påverkades mer utav applikationsstilen än av olika plattformar. Majoriteten av ordparen fungerade bra överlag. Dock uppfattades vissa av dessa som svåra att förstå. Vi kunde inte fastställa ifall detta berodde på översättningsproblem, kulturell betingelse av orden eller svårigheter hos respondenterna att tolka ordparen.En modifierad version som beaktar interaktionskvalitéer och andra hedoniska attribut som användare enklare kan associera till skulle kunna vara bättre lämpad för att utvärdera mobila applikationer.
Axelsson, Amanda, and Lova Karlsson. "Utveckla för positiva användarupplevelser : Utveckling av en webbplatsprototyp för en mindreinredningsverksamhets webbplats." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-12427.
Full textOrhagen, Brusmark Alexander. "Mätning av Tidens Inverkan på Användarupplevelsen : En Fallstudie." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-119162.
Full textJönsson, Lanevska Alla. ""Tekniken ska vara vacker" : användarupplevelsen av mobila webbsidors estetik." Thesis, Högskolan Kristianstad, Sektionen för hälsa och samhälle, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-15260.
Full textThis study contributes to the debate on the role of aesthetics within HCI by examining the effects of visual aesthetics on user-experience of mobile websites. Tractinsky's model of users' perception consisting of two dimensions termed classical and expressive aesthetics was used as a theoretical basis. A quantitative sub-study compared seven mobile and desktop sites belonging to e-commerce fashion retailers. The sites with the most contrasting characteristics were used as cases for qualitative study. The results demonstrate usefulness of Tractinsky's model for analysis of mobile websites' perceived aesthetics. Perceived aesthetics of mobile GUI includes both classical and expressive elements. Aesthetics impacts on both perceived usability of the mobile website and meaningfulness of the interaction. Structure and visual balance are essential for user acceptance of mobile websites. Personal, engaging and professional design increases acceptance of mobile technology and impinges on the continued user behavior. The meaning-making aspects of aesthetics such as identification and inspiration enrich user-experience and deepen users' relationship to the artifact.
Andersson, Anders. "Räcker det att lyssna? – En kvalitativ studie av användarupplevelser av podcastapplikationen Acast." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20107.
Full textThe purpose of this study is to provide knowledge about user experiences of podcasts with enhancing material in the form of images, links and videos, as well as to provide a better understanding of the relationship between new technology and user with focus on podcast listening. This was made by evaluating user experiences of the podcast application Acast (which includes enhancing material in the form of images, links and videos).The study is conducted with qualitative methods through a case study. The empirical material is based on 11 respondents where they have answered a survey regarding their previous experience of podcast listening. The respondents have also participated in focus groups where they interacted with the enhancing material. The focus groups resulted in empirical data which was transcribed and analysed by a categorization. The analysed material was also set in relation to the answers from the survey, in that way relationships and contradictions where identyfied.The conclusions from the study indicate that respondents experienced shortcomings when it came to the product's environment for interaction, functionality and purpose, which was in contrast to the respondents needs and expectations. It also shows that respondents who listen to podcasts daily had a more negative view of the enhancing material than the remaining respondents. The study also shows that podcasts needs to be well made, use high resolution images and notices to ensure that the enhancing material is considered valuable to the user.
Gustafsson, Elin, and Madeleine Stenqvist. "Köpflöde inom e-handel : En empirisk studie om hur användarupplevelse kan resultera i högre kundtillfredsställelse inom e-handel." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96603.
Full textAs society is becoming more digitalized and web-based, companies increasingly understand the importance of user-friendliness. From a user’s perspective they are looking for amenities and have higher expectations with their digital experience. The purpose of this study was to develop knowledge and understanding of how factors in user experience can influence the purchase intention within a purchase flow, and whether this can result in increased customer satisfaction in e-commerce. Furthermore, the purpose was to empirically demonstrate how interface designs can favor a purchase intention and thus create increased customer satisfaction. In addition to acquiring the more substantial knowledge about this area, the study also aimed to develop an interface that made it possible to demonstrate the results of the study. To answer the research question, a qualitative and a quantitative survey was conducted with two sample groups. In addition to data collection, a literature study was also conducted with the aim of presenting relevant research within the area. The IS Success model theory has been used in the study where the six factors that measure the performance of information systems have been used and analyzed. It was shown that information quality, system quality, and service quality affect user’s objectives and customer satisfaction. This, in turn, affects the benefits of the system, which affects customer satisfaction and whether the experience is positive or negative. If the site offers quality in the form of the aforementioned variables, then it can result in a perceived flow which in turn leads to a satisfactory experience. Good system utility and user experience can contribute to the user experiencing a flow which may result in a purchase intention. The results of the study showed that an optimized purchase flow can be achieved by developing user-based interface patterns as well as their needs and desires in the current context. To achieve a perceived flow in an e-commerce, the user must not be interrupted to help maintain their concentration, which is disrupted if the interface is not clear to the user. This in turn has a direct impact on the purchase intention. The study resulted in an interface that proves a measurable increase in customer satisfaction, which ultimately answered the hypothesis.
Gustavsson, Daniel, and Matilda Schaffer. "Användarupplevelse med radiofunktionen hos musikstreamingtjänster : En jämförelse mellan Spotify och Deezer när användaren aktivt vill upptäcka ny musik." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-169210.
Full textIn the 21st century the primary media consumption has evolved from traditional radio and CD listening to the Internet and software services like Spotify and Deezer. Despite the new technology, both Spotify and Deezer have implemented a so-called Radio function. This study investigates the music streaming services through a Human- Computer Interaction point of view. Furthermore it determines which one of the two has the better user experience when the user wants to discover new music with help from the Radio function. The studied group consists of 15 Engineering (Media technology) Students who answered a survey about streaming habits and their relation to music. Subsequently, they preformed a Think Aloud test during their interaction with the radio function. Following this, the participants answered a survey about their experiences during the test. Both the Think Aloud test and the surveys are observed through a usability point of view, by evaluating the usefulness of the services’ music recommendation. This way we could find which service had the best user experience. The radio function in Spotify provides music the users like in a higher rate than Deezer, however these songs are more likely to have been heard before by the user in comparison to Deezer. Therefore, if the user wants to actively find new music they like, Deezer’s radio function is preferable.
Linnarsson, Henrik. "Digitalt stöd för personer med ADHD : Hur en digital tjänst bör utformas och anpassas." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-158503.
Full textAn interview study was carried out together with the company Usify who are developing a treatment program for adults diagnosed with ADHD. The study had six participants who were diagnosed with either ADHD or ADD. The aim of the study was to hear what experiences the participants had after using the material consisting of videos, texts and audio files that had been made for the treatment program. In this material there were explanations of the different difficulties that ADHD give rise to and practical ways to cope with these. The interviews were analyzed using thematic analysis which resulted in eight themes that reflected the participants experiences, opinions and reflections regarding the material. In som cases the participants agreed with each other whereas they disagreed in others. They were positive regarding some aspects of the material and negative regarding others. Based on the results the discussion elaborates on how Usify can go about to design a service that meets user needs and requests. One of the important findings was that in order to have the user motivated to use the service the videos and texts must be kept short, but at the same time there must be depth to the information that gives new insights and understanding to the user. This information should be given in both text- and video format since the two formats have different strengths compared to each other.
Bergquist, Ellen, and Julia Karlsson. "Hair kommer alla känslorna : En studie om användarupplevelser kring en frisersalong med tillhörande webbplats." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-12428.
Full textTelenius, Axel, Anton Zackrisson, Alice Atle, Magdalena Bohlin, Daniel Ma, Axel Nilsson, Jakob Salemyr, and Victor Samuelsson. "Hur kan en e-handel för basplagg utformas för att förbättra användarupplevelsen genom ökad effektivitet?" Thesis, Linköpings universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-176243.
Full textThe demand for basic articles of clothing is ubiquitous. This report explores how an e-commerce for basic garments should be designed to improve the user experience through increased efficiency. In conjunction a web application was developed and tested with several test subjects. The test subjects performed a series of tasks on the web application. The Concurrent Think-Aloud method (CTA), System Usability Scale (SUS) test and a questionnaire were then used to modify the e-commerce. After these modifications, the tests were repeated to evaluate improvements in usability, efficiency, and user experience. The results show a noticeable increase in usability and improved user experience among the test subjects. The results show that the implementation of operation feedback, consistent design, sufficient information and support mechanisms for navigability improves the user experience of an e-commerce for basic apparel.