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1528 Uppsatser om Post-interactive - Sida 2 av 102
Ansvar och säkerhet för känslig information när den skickas med e-post
I uppsatsen diskuteras vem som kan anses bära ansvaret för känslig information och vid vilken tidpunkt detta ansvar kan anses gå över från en part till en annan när informationen skickas med e-post. I uppsatsen finns också en kort presentation av de Eg-rättsliga regler som finns på området samt en presentation av några tekniska metoder för att åstadkomma säkerhet för information som skickas med e-post..
Klicka här för gemenskap : Hur interaktivitet skapar engagemang och lojalitet
Digital marketing has been changing continuously and rapidly since the introduction of Web2.0 ten years ago (Lin, Li, Deng, & Lee, 2013). Companies are now engaging their users intheir digital marketing by providing with interactive contents in digital campaigns. The digitalcampaigns are getting more converge with SNS (social networking sites) in order to let the usershare the content with others and therefore the e-WOM (electronic word of mouth) helps thecompanies digital campaigns to be shared by more users (Moran, Muzellec, & Nolan, 2014).The interactive content in the digital campaigns have shown to provide for engaged users andtherefore leads to loyal users. The reason for this has its roots in the culture of consumptionthat has brought our everyday consumption to a whole new level where we no longer justconsumes a product, we are the brand (Davis, 2013).The study, Click here for solidarity, aims to explain the interactive phases and rhetorical elementsthat companies use to engage the user to interact with the content of the digital campaigns.The study is based on four digital campaigns in four different market areas in order to providewith an overall picture of how companies work with interactive and rhetorical elements. Thusthe study falls into the area of marketing and branding.
Hur styrs kommunikation via e-post?
Under de senaste åren har e-post blivit ett allt viktigare verktyg för kommunikation och företag använder i allt större utsträckning sig av denna kanal. Användningen av e-post har även fått negativa konsekvenser, till exempel att en stor del av de anställdas arbetstid går åt till att hantera e-post. Detta har inneburit att e-postens roll, vilken är att underlätta arbetet och leda till bättre effektivitet, går förlorad. Syftet med vår studie har varit att undersöka hur kommunikation via e-post styrs och att skapa förståelse för behovet av styrning av e-posthantering i organisationer. För att kunna besvara syftet har vi utfört en fallstudie av tre företag.
Digital signage i butikshyllan - Kan interaktivitet skapa ytterligare en dimension av påverkan vid köpbeslutet
Interactive media is constantly increasing in our surroundings and with the innovation of touch-screens, two-way communication with screens has become part of our daily life. Still, this well known way of process information is not often seen in the in-store environment of grocery retailing. Here, interactive media is an unestablished field where empirical studies are invisible within the academic world. The lack of knowledge in which effect interactive digital signage has is one of the barriers of investing in this marketing solution in-store. The main purpose of this study is to examine and describe the effects of interactive digital signage at shelf within grocery retailing.
Opera i Stockholm, Stadsgårdskajen
This thesis was developed as an assignment from Ludosity Interactive where the goal was to develop a copy of the Xbox Live Indie Games-marketplace from the Xbox 360. Ludosity Interactive had a necessity to easily test a game's attractiveness to potential customers using testing people from outside the company in a simulated Xbox Live Indie Games test environment; excluding this developed system there is no other way to do such an analysis without actually releasing the game on the Xbox Live Indie Games marketplace and then analyze the resulting sales from the product.The finished system had to be similar to the original system to the degree that a user could see past the interface itself and use the system just as he/she would have used the real marketplace. It also had to be easy to change and add games to the system so that Ludosity Interactive easily could show the games and the data that they deemed interesting for their tests. The final product was developed using C#, XNA and XML together with an Agileinspired development method in combination with Pivotal Tracker. This report describes how this product was developed..
Om du lyder : En studie av interaktivitetens villkor och verkningar utifrån tre performancebaserade verk
The aim of this thesis is to examine interactivity in the context of performance-based interactive art. The questions asked are: what are the conditions of interactivity, how interactivity happens, and what artistic results it may yield. The method is an analysis based on close studies of three performance-based interactive artworks by applying theories of interactivity, audience participation, and collaboration.First, current theories are outlined, after which, the three artworks are introduced in detail. Next, the artworks are examined, thematically rather than individually, expanding on parameters such as the degree of artistic direction of the artwork, the degree of agency allowed to the spectator in their interaction with the work, and the idea of the ?passive? spectator as being ?activated? by interactive art.
Jippieserien : En kvalitativ studie om hur multimodal media kan nå ut till barn med neuropsykiatriska funktionsnedsättningar och deras föräldrar
This report describes the work process to an interactive movie addressed to children with neurodevelopmental disabilities, where Jippieserien is the client. The aim is to explore how multimodal media can convey Jippieseriens message to children with neurodevelopmental disabilities and their parents, by taking the users needs into account.It is important to focus on the people who will use the system when designing interactive systems. This project is therefore using the designprocess human-centered design for interactive systems. The process includes four basic elements and provides guidelines for user-centered design. These parts are analysis, prototyping, implementation, and evaluation (Johansson.
Den interaktiva djurparken / The interactive zoo
The purpose of this thesis project is to develop a set of interactive digital solutions designed to enhance the interest and knowledge intake of visitors at Skånes Djurpark (Zoo of Scania) in Höör. The project was carried out in collaboration with Skånes Djurpark and representatives from its visitors. Our thesis is based on academic works in the fields of interaction design, exhibit design and contextual learning. Ethnographical field studies have been conducted at Skånes Djurpark with additional field studies at Tropikariet in Helsingborg, Copenhagen Zoo and Regionmuseet Kristianstad. Existing information signs in Skånes Djurpark are primarily image- and textbased, forcing visitors to divert their attention from the different species of Nordic animals that inhabit the zoological park.
Internt spam: en studie om dess påverkan på individens arbetssituation
E-post gör att det är snabbt och lätt att kommunicera och används därför i allt större utsträckning internt inom organisationer. Ibland är dock inte e-post den mest lämpade kommunikationskanalen och en del meddelanden kan vara direkt oönskade eller onödiga, internt spam. Vi har i denna uppsats undersökt hur internt spam påverkar individens arbetssituation, om det inte hanteras. Vidare har vi undersökt vilka åtgärder organisationer kan vidta för att hantera internt spam. Studien visar att individens arbetssituation kan påverkas på olika sätt beroende på kringliggande faktorer såsom hantering och organisering av e-post.
Älskvärda digitala leksaker. En interaktiv leksaksrobot
The purpose of this project was to develop an interactive toy concept. A toy capable of reacting and expressing emotions like happiness, sadness, anger or love. And capable of developing its character with use.The initial questions was, how do I create interest, understanding and affection between a digital product and its user? How should the interaction be made?During the course of the project the search has mainly been for something that does not base its shape and interaction on likeness. Forexample likeness to humans or pets.I have created a toy concept called iio.
Vägledning eller information-En studie av olika åsikter angående vägledning via e-post
Denna studie redovisar ett antal åsikter angående vägledning via e-post.
Vi har använt oss av intervjuer med ett fåtal vägledare för att närmare granska vad vägledare anser om vägledning via e-post.
Teoridelen behandlar både vägledning generellt, samtalsfärdigheter, informationsbaserad vägledning, etik samt vägledning via e-post. Vi vill med detta belysa olika aspekter av ordet vägledning och klargöra vad begreppet vägledning kan innefatta.
Genom det material vi har bearbetat och tagit del av kan vi se att vägledning via e-post är något som är på frammarsch, och som ökar avsevärt hela tiden. Det måste dock fortfarande utvecklas till att bli bättre och tydligare, likväl som att de som arbetar på detta sätt måste fortsätta att utveckla sig. Än kvarstår rädsla för det nya och okända för många vägledare, som gärna blir kvar i det gamla och invanda.
Flera vägledare ser denna metod som ett bra komplement till vanlig traditionell vägledning, men anser att det fortfarande är något som är mer informationsbaserat än vägledningsbaserat.
Men måste det ena utesluta det andra?
Ett uttalande som vi fastnade för under en av våra intervjuer, och som vi anser att alla borde ha i bakhuvudet när det gäller vägledning via e-post, vill vi gärna återge här:
?Om folk själva väljer den här formen att rikta sig till mig genom e-post med funderingar?då skall jag kunna hantera det på ett bra sätt, därför att det är individens val??.
Let's Walk, (interaktionsdesign) från början till slut
Many interactive products constructed today is not produced towards a specific targetaudience and how they will interact with the product. This master's thesis follows the designprocess in the development of the Let's Walk webapplication. In the designprocess has users of the webapplikation been identified, prototypes developed and an interactive version has been evaluated. The Let's Walk webapplication is a fully working system used to administrate Let's Walk, an exercise competition between companies. Experts and users have been involved to evaluate the Let's walk high-fidelity webapplication prototype.
Simulation av Xbox Live Indie Games gränssnittet
This thesis was developed as an assignment from Ludosity Interactive where the goal was to develop a copy of the Xbox Live Indie Games-marketplace from the Xbox 360. Ludosity Interactive had a necessity to easily test a game's attractiveness to potential customers using testing people from outside the company in a simulated Xbox Live Indie Games test environment; excluding this developed system there is no other way to do such an analysis without actually releasing the game on the Xbox Live Indie Games marketplace and then analyze the resulting sales from the product.The finished system had to be similar to the original system to the degree that a user could see past the interface itself and use the system just as he/she would have used the real marketplace. It also had to be easy to change and add games to the system so that Ludosity Interactive easily could show the games and the data that they deemed interesting for their tests. The final product was developed using C#, XNA and XML together with an Agileinspired development method in combination with Pivotal Tracker. This report describes how this product was developed..
Kunders betalningsvilja- från initialkostnad till drift- och underhållskostnad
Many interactive products constructed today is not produced towards a specific targetaudience and how they will interact with the product. This master's thesis follows the designprocess in the development of the Let's Walk webapplication. In the designprocess has users of the webapplikation been identified, prototypes developed and an interactive version has been evaluated. The Let's Walk webapplication is a fully working system used to administrate Let's Walk, an exercise competition between companies. Experts and users have been involved to evaluate the Let's walk high-fidelity webapplication prototype.
Interaktiv hemsida med PHP och MySQL
This degree project is made for Cervera in Norrköping and Linköping. The task was to create a professional interactive homepage for the company where the company's range of products can be presented. Besides a homepage aimed towards potential customers, an online Internet-application where the company's employees can update, erase, and create posts that are stored in the database was created. The main programming languages have been PHP and HTML in combination with databases in MySQL. The final result was a functional, professional and informative homepage with a simple and pedagogical application for the employees.