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4295 Uppsatser om User Generated Content - Sida 4 av 287
Att blogga om hus : En studie om hur mäklare använder sociala medier
This is a study about how realtors or estate agents market their services in social media. Social media is an upcoming channel in marketing and is becoming more important every day. The User Generated Content on internet is a new way of communication where companies don?t have to be considered as soulless, if companies use it correctly. This study investigates estate agents efforts to market their services in these channels and how they do it.
Media om Wikipedia: en diskursanalys av nationella facktidskrifter
The aim of this Master?s thesis is to examine how librarians, information specialists and teachers discuss Wikipedia within national (Swedish) professional journals. Questions asked in the study are: How is Wikipedia perceived in the professional journals? What different positions do writers and commentators take in relation to Wikipedia? 133 articles from 31 different professional journals in the period from 2001 to the middle of 2010 were analysed. The theory and method used is Laclau?s and Mouffe?s discourse theory from which we created our own model with sex different steps.
Är Marknaden Varse om Varsel? : En studie om den svenska kapitalmarknadens reaktion på varsel om uppsägning
The purpose of this study is to examine the capital market reaction generated by layoff announcements. The study takes place in Sweden and tests 138 news concerning layoffs which are categorized according to a content analysis. They are divided as: positive or negative news. The layoffs are also divided into three subgroups with varying sizes: 0,98 percent or less, between 0,99 and 4,49 percent or 4,5 percent or larger. The study uses an event study method to measure the reaction of the capital market.
Time Machine Computing for Media Improvisation
C3LOOPS is an application for DJs and VJs based on surface interaction. A system is said to be based on surface interaction if it presents content on a two dimensional, endless surface that a user navigates through zoom, pan and incremental text filtering where processing is tightly coupled with the content without breaking the workflow. C3LOOPS is designed to encourage improvisation and collaboration. During improvisation changes occur rapidly. Allowing navigation through time as well as the two spatial dimensions of an interaction surface the possibility of unlimited undo operations opens up.
Det Sociala Intranätet
Social intranets are based on the Enterprise 2.0 expression and create a new way for organizations to communicate and work. It brings possibilities to leverage User Generated Content and engage in cooperation across organizational borders where users can get to know each other and share knowledge.This thesis aims to explore what expectations motivate decision makers in implementing social intranets. It is interesting to discover what is expected to happen in an organization that implements a social intranet and chiefly what the actual effects are. Through interviews of both management executives and intranet users at a consulting company called Ninetech, we have plotted out managers? expectations and effects experienced by users.We have categorized managements? expected effects in two themes; expected effects on corporate culture and expected effects on informational work.
Optimerad bildsökning ? Bör vissa egenskaper prioriteras vid sökning efter en viss kategori av bilder?
As the information society becomes increasingly flooded with digital images, the need for efficient image retrieval systems increases as well. To handle the vast amounts of data involved, the indexing process needs to be run automatically, using content-based descriptors extracted directly from the digital image, such as colour composition, shape and texture features. These content-based image retrieval systems are often slow and cumbersome, and can appear confusing to an ordinary user who does not understand the underlying mechanisms. One step towards more efficient and user-friendly retrieval systems might be to adjust the weight placed on various descriptors depending on which image category is being searched for. The results of this thesis show that certain categories of digital images would benefit from having extra weight assigned to colour, texture or shape features when searching for images of that category..
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..
Anpassning av VOD-tjänster för breda barnmålgrupper : EN ANVÄNDBARHETSUTVÄRDERING AV BARNPLAY UTIFRÅN MÅLGRUPPEN 3-11 ÅR
This thesis contains a usability evaluation of ?Barnplay?, a Swedish video-on-demand service targeted at children. The objective of the study was to identify usability issues in the video service and to develop measures on improving the user interface, with special focus on adaptation to the broad target group of 3-11 year olds.The study was conducted by first mapping established practices in designs of VOD-services targeted at children, followed by interviews and usability tests with children between 2-11 concerning their use of ?Barnplay?. Based on the initial data collection, a prototype was developed and then evaluated by usability testing and A/B-testing.The main conclusion of the study is the need of better individual adjustment of the video content selection to better appeal to different age segments within the target group.
Gamers and Game Design: Incorporating Users in the Design Process
This paper deals with the difficulties of applying user-centered design practices as an independent developer, based on the visualization of a game concept in the form of a prototype. The aim is to evaluate the usability of user-centered design practices, specifically in the field of games development. Throughout this paper, I will give an account of the methods used for testing, as well as a review of previous research done in this field of study. Finally, I will end with a discussion regarding the pros and cons of user-centered design, as well as some thoughts about its importance in similar projects..
Taggad! : Identitetsskapande och sja?lvpresentation genom taggning pa? en svensk dejtingsajt
This study investigates how tagging is being used in a new way when members of a Swedish dating site get to tag themselves in an act of self-presentation with the aim of meeting new people. In the study seven members of the dating site Mazily were interviewed about their self-presentation, tagging and identity formation there. The questions concerned how they formed their own tags, but also how they interpret and use other members' tags in their search for a potential partner.I have been using queer theories for this study, in order to find out what kind of norms and structures that lie behind and affect the members' behaviour on the website. My study finds that the interviewed members to a high degree reflect about both their own and other members tagging and self-presentations. Although they spend quite some time trying to analyse other people on the website they have a great sense of understanding that a person may give two very different impressions on the site and offline.
PION Patientinformation on-line en brukarorienterad utvärdering
During the past decade, consumer health information-centers have been developed at the hospital libraries in Sweden in order to meet the increasing demand from patients and their relatives concerning consumer health information. In 1993, the hospital libraries in Falun, Västervik and Karlstad launched a consumer health information database called PION. The aim of this Master's thesis is two-fold. My first aim is to describe and discuss the principles of user-oriented evaluation. In my attempt to convey the theoretical discussion into the everyday life of librarianship, my second and most important aim is to conduct a user-oriented evaluation of the database PION.
Digitala tjänstens registreringsprocess ? hur påverkar den helhetsintrycket?
The outset of this thesis is to raise questions on how we design for the mobile context and the capabilities of smartphones. Not only the presentation but also the use of input and interaction between a service and a user.This work evolves around sign up forms and answers the question: How does the sign up process affect the holistic perspective of a digital service regarding usability and user experience?
This thesis consists of a case studies, and design experiments conducted on Twitter, Instagram and Randos sign up processes to explore if and how the usability, and the user experience could be affected and im- proved.This concluded some important aspects to be considered when designing sign up forms for a digital service.The usability, and the user experience is not only affected by user interaction, and the choice of input method but it?s also affected by which data the service is requesting, and more important; if that data is motivated to request by the service..
?de-lib-e-ra-tion? ? en undersökning av de deliberativa inslagen i kommentarsfälten på de svenska riksdagspartiernas Facebooksidor
Titel: ?de-lib-e-ra-tion? ? en undersökning av de deliberativa inslagen ikommentarsfälten på de svenska riksdagspartiernas FacebooksidorFörfattare: Jonathan Svensson och Pontus StrömKurs: Examensarbete i medie- och kommunikationsvetenskap. Institutionen förjournalistik, medier och kommunikation, Göteborgs universitetTermin: Vårterminen 2012Handledare: Nicklas HåkanssonSidantal: 51 inklusive bilagorSyfte: Att undersöka förekomsten av samtal med deliberativa kvaliteter ikommentarsfälten på de svenska riksdagspartiernas Facebooksidor.Metod: Kvantitativ innehållsanalysMaterial: Kommentarsfälten på de svenska riksdagspartiernas Facebooksidor. Totalt har464 kommentarer analyserats för att mäta förekomsten av deliberation.Huvudresultat: Våra resultat visar att samtal av deliberativa kvaliteter inte förekommer ikommentarsfälten på de svenska riksdagspartiernas Facebooksidor. Kommentarerna uppfyller två av de fem kriterier för det deliberativa samtalet som vi har jämfört med.
Emulerad single sign-on
The goal of the project was to create an extension to Internet Explorer forStatens Tjänstepensionsverk (SPV) which would give the staff the experience ofSingle sign-on (SSO) to external web service providers as well as manage andupdate their passwords in a secure manner. The survey focused on the providersPalasso, ProCompetence and Wera. The extension was created as a BrowserHelper Object (BHO) with C# in .NET. The solution was implemented as aCOM object in a DLL-file that was running in-process with the browser. Theprogram used a locally stored XML file containing URLs, usernames andencrypted passwords to the providers.
Utveckling och utvärdering av gränssnitt : En gränssnittsprototyp för design av t-shirtar
This thesis project is based on a business idea where users can design their own t-shirt online. The project shows the first step in the development process where a prototype for a user interface is created and evaluated.The purpose of this thesis project is to answer the following question:How does one develop a user interface for t-shirt design with consideration to interaction design theories?In order to answer this question the design process began with scheduling the work at hand. The first step was to build a conceptual model based on specifications made prior to this project. This conceptual model became the foundation for the physical design.A high fidelity prototype was created using Macromedia Flash and Actionscript 2.0.