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1968 Uppsatser om User satisfaction - Sida 17 av 132

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.

Det är dags att komma ikapp!: En kvantitativ studie av vad som påverkar fotbollssupportrarnas intentioner att konsumera ett varumärke

The study examines what affects loyal football supporter?s intentions to an array of behaviors that can generate revenues to the football clubs. Specifically the study shows that attitude towards the club affects the supporter?s intentions towards consuming products and services that in some way are related to the favorite club stronger than the satisfaction with the club. Furthermore, the study also shows that there are different kinds of attitudes that drive the intentions and that the strength of these drivers varies.

Projekt Pedadoggen - Hunden som pedagogisk resurs i en daglig verksamhet

Through this project -?Projekt Pedadoggen?- I have tested dog training as a pedagogical resource at Daily activities. The study was made together with a group of persons with intellectual and neuropsychiatric disabilities, whose daily activities consist of running a day-care centre for dogs. Each participator of the project trained a dog towards a specific goal. This goal was individually formulated by each participator from his or her specific interest.

User Experience utvärderingar med stöd av Repertory Grid Technique

Studiens syfte var att undersöka möjligheterna att använda intervjutekniken Repertory Grid Technique (RGT) som utvärderingsteknik för att utvärdera User Experience (UX) på distans. Detta gjordes genom att de föreställningar som en handledarstödd utvärdering resulterade i jämfördes med det resultat som uppnåddes genom en webbaserad variant av samma utvärdering. Studiens resultat visade på en svårighet för respondenterna i den webbaserade utvärderingen att formulera föreställningar som går att använda för analys av en produkts UX. Diskussionen pekar på en tänkbar lösning i form av förstudier som utförs med en mindre grupp av respondenter för att på detta sätt hjälpa utvärderarna att skapa sig en referensram att använda vid tolkningen av de föreställningar som sedan kan samlas in under en webbaserad utvärdering. Studien syftade även till att jämföra vilka aspekter kopplade till UX som utvärderingarna genererade, samtliga av dessa kopplades till subjektiva eller produktrelaterade aspekter..

Motivation i praktiken - En fallstudie om vad som skapar ho g motivation hos erfarna IT-konsulter

The purpose of this study is to examine what creates motivation in the workplace of a small company with a high employee satisfaction index. The case study consists of qualitative interviews that help explain what the most important motivational factors are for the experienced IT consultants in a company that was founded by a circle of friends. The study concludes that the unique and equal pay model implicates an economic risk to the individual consultant but results in liberties, synergies and benefits. These appeal more than either self-employment or work at a larger IT consultancy that several consultants have backgrounds in. An expansion is ongoing since two years back, which threatened the culture but implicated opportunities for the individual consultants.

Lärande med Teknik : Användning (och Icke-användning) av IT i Skolan

For a long period of time there have been discussions about the need to modernize, to keep up with the changes in our society. The schools as a result have to keep up and adapt in order for the education to be up-to-date. This includes the technological developments. Many steps have been taken and mighty sums have been invested in order to keep up the pace ? but are there any consequences from these kinds of investments? In this report I?m going to take a closer look on a recent addition to this phenomenon that were installed by means of a top-down approach and study the teachers and how they have adapted and view the change in their environment ? namely the newly installed interactive writing-boards.The questions I will study include how the teachers express their view about the installation of the interactive writing-boards.

Crescendo Online: en programsvit för kollaborativ musikproduktion

Collaborative music making on the Internet is not a new phenomenon, but no applications have yet caught on with the vast number of laptop and bedroom studio musicians active today. This is strange considering the inherent social and interactive nature of music, especially amongst trends like Web 2.0 where collaboration and user-generated data is key. In this paper I study the problems these applications face, and why they do not have a greater appeal to musicians. With the results I develop and evaluate my own framework, known as Crescendo Online: a multi-user sequencing and modular synthesis environment, intended to pave the way for a new type of online music creation platform..

Lärares arbetstillfredsställelse och belåtenhet med den manliga respektive kvinnliga chefen

Syftet med denna studie var att med en enkät undersöka belåtenhet med chefen ocharbetsrelaterad tillfredsställelse i förhållande till kvinnlig/manlig chef samt medarbetarnas könoch verksamhetstyp. Totalt deltog 147 respondenter vilket gav en svarsfrekvens på 74 %.Resultaten visade signifikanta skillnader i hur manligt och kvinnligt ledarskap uppfattades, imeningen att de kvinnliga cheferna hade genomgående mer nöjda medarbetare. Resultatet visadeäven att av de tre verksamhetstyperna (förskola, grundskola och gymnasium) som ingick istudien var förskolan den verksamhet som var mest belåten med chefen, oberoende av kön. Denverksamhet som hade lägst arbetstillfredsställelse i alla kategorier var grundskolan. Den endasignifikanta skillnaden som visades när det gäller kvinnliga och manliga medarbetare, var idelmåttet förmåner.

Läkares användning av medicinska tidskrifter ? Är sjukhusbibliotekets bestånd en viktig källa?

The purpose of this study is to find out how and to what extent doctors use the hospital library?s collection of print and electronic medical journals. Major changes have the last years occurred in the journal collection. The journals are very costly and little is known about the User satisfaction with them. Therefore it?s important to examine how satisfied the users are with the collection and how they utilize it.

Akademin : En kvalitativ studie med RIG-elever verksamma vid Leksands gymnasium med inriktning baseboll/softboll

The main goal of this bachelor thesis is to present why boys and girls choose to enroll at the Swedish Baseball and Softball Academy, a form of sport profiled education given within the Swedish high school system. A secondary purpose is to present the types of expectations the adolescents have before enrollment, while also examining what they encounter as satisfaction factors during their time at the academy. The results show that the significant factors critical for the eventual enrollment are friends, passion and development within baseball or softball. Before the enrollment, students have expectations of good, quality and hard practices. The students state that factors such as friends and the community where the academy is located is important for their wellbeing and comfort.

Instruktionsfilm på smartphones : En studie kring upplevelsen av video via smartphones som inlärningsverktyg för praktiska färdigheter

This study examined how users interact with a smartphone while in a learning situation based on videos via smartphones as a learning tool, and how this interaction and phenomena is experienced. The five test subject were separately given the same task that they were to solve using video instructions that were picked out and given to them. After finishing the task the subjects were observed while they demonstrated how they completed the task. After the observation the subject were interviewed using semi-structured interviews. The results show that the user experience of this phenomena is based on more pragmatic values than we could find in earlier studies, i.e.

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.

Utvärdering av mjukvara inom processindustrin

This study is an evaluation of the runtime watch function in a OEE software, knownas ProTAK. OEE stands for Overall Equipment Effectiveness, it?s a way to measurethe factories process efficiency. The runtimewatch function allows the user to setup and monitor certain critical objects that are of importance for the pulp and paper process at the mill. The data from the runtimewatch can be correlated towards the suppliers specification for the components.

Mätverktyg och användartester inom webbdesign : Hur mätningar av ögonrörelser och webbaserade värmekartor kan användas i användartester

This study has researched how user click heatmaps and eye tracking can be utilized in usability testing. We have used the tools SessionCam and Tobii. We designed a website for a small clothing store and conducted usability tests, in order to evaluate the users clicks and eye movements in relation to design choices on the website. The aim of this study was to research how these tools can be integrated in usability testing and how results from the tests can be used to improve usability. We were able to use the recordings of clicks and eye movements and make design changes based on the findings.

"Jag kände mig som en pilot" : ??????En studie om interaktionsstilarnas påverkan på spelupplevelsen

Today's technology offers a variety of opportunities to interact with the interactive systems. Human-Computer Interaction in the last decade is the area of research that has contributed the most to this development. But how is this interaction perceived? The user experience is something that is formed by the interaction between human and the computer interactive systems. The objective of this thesis is to investigate how the user experience differs depending on how one interacts with a game.

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