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10557 Uppsatser om Experience design - Sida 18 av 704

E-handel: en studie om konsumenters köpbeteende vid köp av böcker online

The purpose of this thesis is to increase the understanding about consumer buying behaviour when purchasing books online. In order to acquire data for the study we used a questionnaire that 75 students where asked to respond. The respondents were students at the University of Technology in Luleå. Our findings suggest that the following factors are the most commonly cited reasons for deciding to complete the purchase: trust, perceived risk, price, convenience, design of the website and experience. The following factors are the most commonly cited rea-sons for deciding not to complete the purchase: trust, perceived risk, price and the design of the website.

VAD ÄR VÄL EN DAG PÅ SLOTTET? Ett möte mellan design och museipedagogisk verksamhet

The project objective was to make parts of our cultural heritage available as a resource for learning, by developing the pedagogical activities on a medieval castle, that today functions as a museum. I also wanted to explore the role of a designer in a process that aims to develop the interaction between schools and cultural institutions.By a selection of objects and locations in the castle, illustrations with accompanying texts were made, which through the children?s imaginative ability may bring them to a historical scenario. This resulted in a working material that supports the children?s activities and reflections during their visit to the castle.

?Tänd ett ljus?? : Klientens upplevelse av Marte meo behandling.

The purpose with this study was to investigate the client?s experience of Marte meo treatment and the procedure in the treatment from a responses and relational perspective, since the treatment occur within the social service frame. The theoretical framework consists of some central concepts. The concepts are experience of treatment, responses and relational perspective. The analysis of the empirical material has been carried out with the help of the concepts and earlier research.The method consisted of qualitative, semi-structured interviews with six informants.

Varning! Effekter av varningar i printreklam.: Effekter av varningar i printreklam

The purpose of warning labels used by governments is to decrease consumption. In Sweden, the mandatory warning labels are designed according to statutory guidelines, and not according to research on attention-grabbing graphic elements. This results in a belief that the attention toward the warning labels is poor. An extensive experiment underlies this study, which has the purpose of providing insights to the effects that warnings, warning design, and warning content has on attention, attitudes and behavior in print ads. The study shows that, even though the standard design and content has lost much of its potential to communicate the warning, it gains more attention compared to a warning label with new design and content.

Kön och genus relaterat till smärta i upplevelser, uttryck och behandling

One area of responsibility for a nurse is to alleviate suffering. Gender research has shown that there are differences between men and women. The aim of this literary study has been to elucidate men and women’s experience and expression of pain and to examine to what extent sex and gender influence which treatment the patient receive. The study is based on 21 scientific articles from the databases PubMed and Cinahl. The result shows that women experience and express more pain than men, postoperative and experimental. It is however not possible to draw any general conclusions in terms of the need for men and women to be treated in different ways.

Ensamhetsupplevelsen hos äldre personer - en begreppsanalys

Background: Loneliness is an ordinary but complex concept which exist of several dimensions. Loneliness can mean and create suffering for the individual but there is sometimes a need to be alone and some individuals who live alone can experience a communion with the existence itself.Aim: To clarify the concept loneliness and its complexity with focus on the experience of loneliness in elderly individuals.Method: Walker and Avants (2005) model for concept analysisResults: The defining attributes the analysis resulted in that the experience of loneliness in elderly individual's is: a subjective and unique experience; positive or negative and ranges in intensity; strongly connected to communion and social relationships with other individuals; connected to loss and miss of one or several elements as meaningful interactions, communion, physical abilities, work, respect, health and quality of life. The attributes were also closely connected to their antecedents and consequences. To clarify the concept further was a model case, a borderline case and a contrary case created. The empirical referents are presented in the discussion.Conclusion: Through clarifying the core of the concept with focus on elderly individual's experience of loneliness is the hope that this concept analysis can support nursing staff to search for understanding for the elderly individual's experience of loneliness and pay attention to its complexity..

Design från intressen : Hur intressen kan påverka utformningen av ett stridsfordon till att framstå som vänligt sinnat och eget

Detta examensarbete behandlar hur individers mål, ståndpunkter och attityder kring ett föremål kan användas i föremålets design för att individerna lättare skall kunna identifiera sig med föremålet ifråga samt betrakta det som eget och/eller vänligt sinnat. Denna metod för design av föremål testades genom design och modellering av ett stridsfordon, vilket sedan utvärderades i en enkätundersökning tillsammans med ett redan existerande västerländskt stridsfordon. Syftet med undersökningen var att undersöka vilket av stridsfordonen som målgruppen ansåg vara lättast att identifiera sig med/framstod mest som egen.Undersökningen visade att stridsfordonet som designats med tanke på målgruppens  mål, ståndpunkter och attityder också i större utsträckning upplevdes  som vänligt sinnat/egen..

Folkbibliotekariers uppfattning om personlig integritet i biblioteksverksamheten: En fenomenografisk studie

The purpose of this masters? thesis is to investigate how public librarians perceive privacy in connection with new technology in libraries. The main research questions are: - How do librarians experience the phenomenon privacy in the library?- How do librarians experience the relation between privacy and technology in the library?- What does this say about the relationship between privacy, technological development and library work?The study was performed with a phenomenographic methodological approach. The material consists of qualitative interviews with eight librarians who work at public libraries where the technology RFID (Radio Frequency Identification) has been implemented.

Att skapa en konceptdesign av en webbplats för ett evenemang : Att ta fram en design av en webbplats med en grafisk identitet ur ett marknadsperspektiv

Internet and social media have opened up new possibilities for companies and organisations tocommunicate their brand. It only takes a few seconds to communicate the message of a website to theuser. This indicates the importance of having the intended message of the website communicated clearlyin order to give the user a correct impression of the company or the organisation. When it comes to theconcept design of a website, it?s important that all different parts is presented uniformly.

Design i offentlig sektor : En fallstudie med Arbetsförmedlingen

Det pågår stora förändringar i världen gällande begreppet design och rapporter har kommit både iSverige och Europa om hur design kan lösa samhällsproblem. Design kan användas som ettverktyg för problemlösning i en arbetsprocess eller som konkurrensfördel i en strategi för attutveckla produkter och tjänster utifrån användarens behov.Forskning finns om hur privata vinstdrivna företag använder design som konkurrensmedel.Syftet med vår studie är att undersöka hur vi med hjälp av design kan skapa en strategi för enorganisation i den offentliga sektorn som kan lösa kommunikationsproblem med fokus påkundtillfredsställelse. Undersökningen syftar till att svara på hur den offentliga sektorn arbetarmed design och hur en designstrategi inom den offentliga sektorn kan se ut, samt om det finnsnågra hinder vid implementering av design.Studien baseras på en kvalitativ metod i form av djupintervjuer, samt en kvantitativenkätundersökning utifrån en fallstudie på Arbetsförmedlingen. Datainsamling av det empiriskamaterialet har gjorts på fallföretaget samt på tre ytterligare tjänsteorienterade organisationer somär finansierade av staten och ett produktorienterat företag. Empirin har analyserats utifrånföretagsekonomiska teorier samt designteorier och den privata sektorn har ställts mot denoffentliga sektorn för att hitta likheter och skillnader dem emellan.Resultatet av studien visar på att design används inom den offentliga sektorn och resultatet visaratt det inte finns några hinder för den offentliga sektorn att jobba med design, men att det iblandkan vara mer svårimplementerat på grund av komplexa organisationer och en målgrupp som ärhela den svenska befolkningen.

Slumpmässigt genererade nivåer

When a videogame is being played it is rarely a static experience. A videogame can consist of various systems that affect each other in an unpredictable manner which makes the player experience unique for every player.Throughout the years developers of games have used random chance in a games programming to affect the user experience. Sometimes it even goes so far as to having entire games based around the idea of the game itself randomly generating content for a player to experience.This paper will examine randomly generated content in videogames. It will take examples from existing ones and describe how they use it, and reason regarding the benefits and drawbacks of having random chance affect the user experience.The paper will step-by-step examine the purpose of various commonly occurring objects and features of a typical dungeon in an adventure videogame. It will reason around their purpose, and figure out ways to use them in a structured  manner so that we can guarantee that there will be no deadlocks that the player can't overcome.This will range from the environments in rooms, the shape of them, to the objects and creatures that inhabit them, such as locked doors, keys, and bosses.

Utveckling av en webbaserad donationstjänst för företag  som involverar medarbetarna i processen

In recent years, employees at large companies have started to demand that their employer should work more for good causes. The money the company wants to donate to charity is distributed mostly through a vote to decide where the money will be remitted. The purpose of this design case is to develop a design concept for a web-based donation service that involves all employees at a company. Furthermore, the authors of this study intends to explore how the motivation for employees of a company can be affected by participation in this service. In this design case, the service function, quality and concept was tested and evaluated.

Användarcentrerad Systemdesign

This essay focuses on the term usability while conducting a user centred system design. Usabilitymeans to what extent a user can use a product to achieve effectiveness, efficiency and satisfaction.Development using a user centered system design means that knowledge about the end-users andit?s opinions becomes a crucial part of the development process. The question of this essay is if usinguser centred system design will lead to good usability.We used methods from a user centered system design point of view while developing an applicationfor a Swedish bookstore company called Bokia AB. This included user and task analysis following by aclose relationship between the developers and end-users by using sketches and showing themprototypes of the system while collecting feedback.After concluding our case study we determined that using methods from user centered systemdesign could be used as a great tool to further improve the usability and to improve an applicationssuccess chances..

Design av motorstyrd lyfthjälp till toalettstol

The objective with this project was to design a new lifting aid connected to toilet chair.A questionnaire distributed at three homes for aged people indicated that there was an interest in a mechatronic lifting device.Since existing products have limited tilting functionality, the new design was chosen to introduce lifting by motorised tilting of the sitting platform. The mechanical construction was analyzed based on a maximum load caused by a person with weight 160 kg. Two linear actuators were used to control the tilting/lifting of the sit ?place, making standing-up easer.Finally, 28 persons tested the new lifting device and gave their impressions. Many appreciated the safe, stable lifting speed.

FEM i praktiken : En studie i FEM-Designs användningsområden inom konstruktionsprojektering

This diploma work has been conducted for the consulting company Ramböll inUppsala, Sweden with the purpose to perform a study with the calculation programFEM Design 9.0 made by Strusoft. The aim has been to find out if it is possible to gainadvantage by utilizing more advanced 3D software for design calculations, instead ofthe traditional methods currently used in construction works.The method of approach has been to model an existing warehouse building with theprogram FEM Design, and then compare the results with those attained with FrameAnalysis and hand calculations. These results are then analyzed. An evaluation is maderegarding to what benefits can be achieved using a more advanced 3D-model.The results of the study show that the differences between the methods are not ofany significance with regard to the design of the steel frame. However in morecomplex materials such as reinforced concrete, the differences become more notable.The conclusions drawn by the authors of this study into FEM Design are that theeducation requirements of the program are higher than for simpler programs, whosepurpose are solving predetermined problems.

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