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11327 Uppsatser om User Experience Design - Sida 10 av 756

MyMusic ? e-shop för musik i Flash

This is the end report of my final exam at Medieteknik. It covers the planning, work process and review of a Flash based web application that I set out to do. The goal was to create a user friendly, interactive e-shop with embedded functionality for playing music, displaying rich media content and researching possible payment solutions, to enable buying music files online. The project involved creating the user interface, the programmatic functionality of a Flash client (an SWF file). Also, setting up an Apache HTTP Server and establishing a working ?bridge? between the Flash client and the web server with Flash Remoting components and AMFPHP.

Aktiv design av internetbaserade självhjälpstjänster - gentemot spelberoende. Att påverka en individs förhållningssätt mot sitt spelande

Technological developments have affected many different areas. Something that has undergone major changes in this respect is gambling. Because of technology, the accessibility to games has never been greater. Using smartphones, tablets and online casinos makes it possible to play virtually any time of day no matter where you are. This development has caused that more people, got stuck in a gambling addiction which have become an increasing problem in the last decade.

Särskild planering för elever med fallenhet för matematik? : Eller för alla elever?

A current issue today is to try to implement creative design as a way to solve wicked problems in scientific contexts such as HCI. Since the problems are wicked, they have no given solution which makes the traditional methods inadequate. In these cases, creative design can be an alternative. Creative design is not used in scientific contexts because it is viewed as something unaccountable.In this essay we argue that creative design not necessarily have to be unaccounted. We discuss various views of creative design and translate theory to a practical context.

Svenska kyrkan i kris : Sambandet mellan demografi och Svenska kyrkans medlemsandel

Our aim in this work has been to redesign ModernFamilies and make a user-friendly interface for people with aphasia. The focus has been to identify general issues they might face while using different technology and applications, in order to find better alternative design for ModernFamilies, with a focus on usability. To approach this issue, we used a qualitative method. Our study includes several interviews and observations preformed in conjunction with the AGNES project (AGeing in a NEtworked Society) and speech therapists. Aphasia requires simple design that in the same time gives them support to understand and use technology and different applications.

Fågel fisk eller mittemellan?

The project is a thesis which intends to strengthen the form language and increase the user friendliness of an International Moth. This is a single handed dinghy with only one sail. It sails on two hydrofoils and receives a very high speed compared to its size, and are therefore often referred to as ?the Formula One on water ?. The result is a new concept where the aerodynamic forces have been used to stabilize the boat and relieve the hydrofoils.

Responsivitet på menyn : Produktnavigering på en e-handelsplats som är både flexibel och säljande, går det?

The competition in sports equipment and sports fashion today is fierce. And as e-commerce grows, the competing players has to remain accessible and usable regard-less of the device their customers visit the website on. Stadium is Swedens biggest player on the market and puts a lot of effort on their online activity. Something Stadium found interesting was the possibility of introducing elements that would increase the conversion rates directly into the product menu. This study explores the possibility to find a responsive solution for the product menu at Stadiums? e-commerce website which could contribute to increased conversion rates.The study is built upon an experiment and the foundations of the experiment is based upon a market analysis of used design patterns for product navigation in the domain of sport resellers.

Delaktighet i genomförandeplan : Ur ett personalperspektiv

The study presented here is about how to make the special needs user who has a profound intellectual disability and additional disabilities more involved in their implementation plan. Based on a life story interview the study aims at analyzing perceptions of procedures to enhance special needs users? influence. The method used in this study was a qualitative research approach as an overall approach in order to use a narrative method where life history is the method. The focus has been to study a part of an individual life history - a specific domain in the life of the interviewee?s working career.

Business Navigator : Anva?ndarcentrerad utveckling av framtidens internetbank

This thesis deals with an iterative user-centered IT-development project in a bank setting. The aim is to present a solution for deployment of future Internet banking for small businesses. The project features a design of IT-related concepts and ideas with a strong emphasis on scenario-based design and the usage of patterns as a documentation tool.The project plan featured an iterative framework and was carried out by a group of designers in collaboration with a reference group representing the future users of the system. This group consisted of company managers and bank employees, all from the small town of Åtvidaberg in Sweden.The method used in the development process was Scrum. A total of three sprints were completed with user meetings at the end of every sprint.

Tinder: Från nätkontakt till närkontakt? : Hur utformningen och användandet av Tinder påverkat normer och beteenden avseende nätdejting bland unga vuxna

Denna uppsats kommer att undersö?ka hur designen och anvä?ndandet av mobildejtingtjä?nsten Tinder har påverkat beteenden och normer gä?llande nä?tdejting bland unga vuxna i Sverige. Ett huvudsyfte är att undersöka hur olika interaktionsmekanismer i Tinder påverkar synen på nätdejting och potentiella partners. Vidare undersöker vi faktorer som skiljer Tinder från övriga nätdejtingtjänster, samt vilka normer som synliggörs genom användandet av Tinder. Genom en nätbaserad enkätundersökning kunde vi samla användarupplevelser och åsikter från användare av Tinder.

Interacting with EDIT. A Qualitative Study on, and a Re-design of, an Educational Technology System

This thesis aimed to study the interaction between an educational technology system and its users and give suggestions for design improvements. The technology system is called EDIT (Educational Development through Information Technology) and has been developed and applied at Linköping University?s Faculty of Health Science. EDIT supports Problem Based Learning and enables scenarios to be presented through the World Wide Web. The study was divided into two parts.

Sinnesmarknadsföring : Ett effektivt verktyg för folkbibliotek?

Sensory marketingAn effective instrument for libraries? We are living in a world of constant communication and information and because of that, marketing in general seem to have no distinctive effect. Consumers become overwhelmed by all the advertising messages. Due to this, it is clear that organizations like libraries must create a deeper and more personal connection to increase user satisfaction and foster the use of services, among both users and potential users. One way to achieve this is to make use of all the emotional elements of a product or a service.

?Det funkar för mig? ? Användbarhetsfaktorer i ett OPAC-system

The object of this study is to examine the effective functionality of an OPAC-system while a few participants interacted with the catalogue. I?ve used Carl Martin Allwood?s (1998) four designed usability factors to be able to estimate the effective functionality of the online catalogue. Theoretic basis is Human Computer Interaction together with Allwood?s four defined usability factors.

Användarinvolvering -        en viktig faktor vid implementering av affärssystem i små företag

Idag är det många företag som misslyckas med sina implementeringsprojekt av affärssystem och många forskare anser att det beror på bristande användarinvolvering. Implementeringsprojekt av affärssystem blir allt vanligare i små företag, men effekten blir dock stor om ett mindre företag misslyckas med sitt projekt. Små företags misslyckanden är oftast relaterade till finansiella och humanitära kritiska framgångsfaktorer. Ett affärssystem kan ge ett företag en rad olika fördelar och möjligheter. Men för att ett företag ska uppnå dem krävs ett lyckat implementeringsprojekt samt att användarna omgående efter driftstart kan använda affärssystemet. Därför måste företagsledare under projektet se till en rad olika kritiska framgångsfaktorer som är relaterade till användarinvolvering.

Mätning av Tidens Inverkan på Användarupplevelsen : En Fallstudie

Det finns i dagsläget få tids- och kostnadseffektiva metoder och tekniker för att mäta och utvärdera användarupplevelse över tid. Detta trots att tidsaspekten av användarupplevelsen under de senaste åren har uppmärksammats som en viktig komponent av användarupplevelsen inom människa-dator-interaktionsforskning. UX Curve och iScale är två metoder framtagna för att mäta förändringar i användarupplevelse över tid med hjälp av retrospektion och skapande av grafer över utvecklingen av användarupplevelsens olika dimensioner.Mot bakgrund av dessa metoder togs ett webbaserat utvärderingsverktyg fram med målet att undersöka verktygets förmåga att mäta förändringar i användarupplevelse under en utvärderingsperiod. Verktyget testades på 9 deltagare i en utvärdering av en mailklient under två veckors tid.Resultatet indikerar att utvärderingsverktygets dimensioner samlar upplevelser av relevans för de dimensioner som undersökts men visar också på att ytterligare testning och validering av metod och verktyg behövs för att fastställa att mätningarna är reliabla och att det som mäts är vad som avses mätas..

MyMusic ? e-shop för musik i Flash

This is the end report of my final exam at Medieteknik. It covers the planning, work process and review of a Flash based web application that I set out to do. The goal was to create a user friendly, interactive e-shop with embedded functionality for playing music, displaying rich media content and researching possible payment solutions, to enable buying music files online. The project involved creating the user interface, the programmatic functionality of a Flash client (an SWF file). Also, setting up an Apache HTTP Server and establishing a working ?bridge? between the Flash client and the web server with Flash Remoting components and AMFPHP.

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