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  • 1.
    Adolfsson, Emma
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Weaver, Stephanie
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    ”Gamla datorer, det är det vi jobbar med”: En interaktionsstudie av vård- och omsorgspersonalens användning av digitala artefakter på ett vård- och omsorgsboende2019Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    There is a need to create efficiency through digital technology within the elder care, as the elderly population of society is increasing. Existing IT-systems are considered incompatible with healthcare work, despite of Swedish investments in digital development in healthcare. Practices and the use of digital artefacts within an elder care home was therefore studied. Through an ethnographic qualitative method (consisting of field studies, video ethnography and interviews), the empirically driven study identified the healthcare workers existing interactions with- and use of digital technology, as well as the consequences that the use entailed. The study showed that the healthcare workers used the workplace’s existing digital technology as well as personal digital artefacts to solve daily tasks. Furthermore, the results showed that the healthcare workers interactions with personal digital artefacts mediated new work situations, and the healthcare workers desire for new digital work tools.

  • 2.
    Ahmet, Zeynep
    et al.
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Jonsson, Martin
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Sumon, Saiful Islam
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Holmquist, Lars Erik
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Supporting embodied exploration of physical concepts in mixed digital and physical interactive settings2011Inngår i: TEI'11: Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction, Funchal, Portugal: ACM Press, 2011, s. 109-116Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In this paper findings are presented from a study on how sensor equipped computer game technologies can be used to create tools for educational settings to learn about for example concepts in physics. In a workshop focusing on the concept of gravity, a group of children interacted with an environment consisting of both physical and digital interactive components. We discuss how the mixed digital and physical setting affects the children's coordination and collaboration and their strategies to solve the given assignment. Findings suggest that the embodied nature of the technology create new opportunities for collaboration and that the alignment of the physical and digital parts of the interactive setting is important in order to create a seamless experience that takes advantage of the properties of the respective media.

  • 3.
    Andersson Schwarz, Jonas
    Södertörns högskola, Institutionen för kultur och lärande, Medie- och kommunikationsvetenskap.
    De digitala vidderna styrs från ovan2014Inngår i: Svenska Dagbladet, ISSN 1101-2412, nr 23 junArtikkel i tidsskrift (Annet (populærvitenskap, debatt, mm))
  • 4.
    Andersson Schwarz, Jonas
    et al.
    Södertörns högskola, Institutionen för kultur och lärande, Medie- och kommunikationsvetenskap.
    Palmås, Karl
    Introducing the panspectric challenge: A reconfiguration of regulatory values in a multiplatform media landscape2013Inngår i: Central European Journal of Communication, ISSN 1899-5101, Vol. 6, nr 2, s. 219-233Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Taking Sweden as a case study, the role of public service broadcasting (PSB) is explored, with a focus on issues of data retention and innovation that accompany web distribution. The issue of predicting audience preferences by means of data retention is investigated, and the related problem of organizational autonomy when interacting with commercial actors in the digital sphere. We hypothesize that previous tendencies towards paternalism might be equally supplemented by tendencies towards so-called “panspectric” surveillance and tracking, given a technological environment where such practices are increasingly common. We argue that the absence of advertising partially helps keep these broadcasters from panspectric temptation. Still, practices such as Facebook integration entail a panspectric element. We ask whether the potential increase in the efficacy of targeting audiences promised by panspectric practices might be offset by its negative impact on civic accountability. Is there a possibility for a “benign,” democratically accountable panspectrocism?

  • 5.
    Andersén, Jenny
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    En virtuell klädkollektion: En rapport om processen i att designa och illustrera en virtuell klädbutik till Stardoll.com2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    This is a report that goes through the design process of designing and illustrating a virtual clothing shop with the theme ”Stockholm Streetstyle” for the website ”Stardoll.com”. The purpose of the report is to examine how you can manage to get as close to designing a certain style or theme as possible, and also how the process of designing a clothing line can work, The illustrations were made in Adobe Illustrator and the final result of the project was an illustrated fashion collection with 21 parts, in the total of 6 outfits, and also a background for the shop. 

  • 6.
    Appelberg, Jonas
    et al.
    Södertörns högskola, Institutionen för samhällsvetenskaper, Journalistik. Mid Sweden University.
    Johansson, Elena
    Södertörns högskola, Institutionen för samhällsvetenskaper, Journalistik. Moscow State University.
    Nygren, Gunnar
    Södertörns högskola, Institutionen för samhällsvetenskaper, Journalistik.
    Baranowski, Pawel
    Wroclaw University.
    Social media in the professional work of Polish, Russian and Swedish journalists2014Inngår i: Journal of Print and Media Technology Research, ISSN 2223-8905, Vol. 3, nr 2, s. 107-118Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Professional journalistic culture is a complex of journalistic values, practices, norms and media products. On the one hand it tends to unification across the globe, but on the other hand these cultures varies according to cultural diversities.  Technological development leads to a media convergence, increasing interactivity and plenty of opportunities for individualization of media content influence audience’s demands and consequently challenge of traditional routine of journalists’ work, affect professional practices and even undermine traditional role of a journalist in society. Social media creates new conditions for both actors: readers/viewers/listeners and for media professionals who use it as a tool for media work.  Journalists in the different countries, however, use social media for professional needs not equally. This paper is discussing differences and similarities in the patterns of social media use by Polish, Russian and Swedish journalists.  The research is based on a survey of 500 journalists in each country.  

  • 7.
    Arntzen Svensson, Lena
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Karlsson, Sofia
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Användare & filter: En studie om filterfunktioner på fotoapplikationer2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Genom århundraden har bilden varit en viktig del i vårt samhälle. Den har varit en källa till underhållning, sparande av minnen och även ett sätt att kommunicera på. Bilder har använts på många olika sätt och sedan 1800-talet har vi kunnat fånga bilder genom fotografier. Med den teknik vi har i dag, kan bilder tas och delas via mobiltelefonen och på grund av detta har fotodelning ökat snabbt. Inte bara genom att vi nu har ett urval av olika fotodelningsapplikationer, utan de erbjuder även verktyg för att retuschera bilder innan de delas vidare med fördefinierade filter för enkel redigering. Vi var därför intresserade av hur dessa verktyg påverkat vårt sätt att retuschera bilder. Med det menar vi om möjligheten att använda filter förändrat hur vi tänker om retuschering och om detta spelat roll i vårt sätt att dela bilder.

    Resultat från enkät och intervjustudierna har visat att majoriteten av de foton som delas går genom någon form av retuschering. Vare sig det är genom fördefinierade filter eller om de redigeras manuellt finns det mycket få användare av fotodelningsapplikationer som delar oredigerade bilder. Vidare har det visat sig, som en effekt av filterfunktionen, att fler människor introduceras för konsten att redigera. 

  • 8.
    Asplund, Ingeborg
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Eriksson, Gustav
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Dear Esther: En studie av vad som påverkar upplevelser av interaktiva narrativ2015Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Today in 2015 the game industry grows and games become more advanced. This leads to that the ways interactive media such as games portray their narrative are also improving. Therefore we chose to examine what factors affected how five experienced gamers viewed the narrative in the game Dear Esther (The Chinese Room, 2012) the first time they played it. The investigation used stimulated recall in order to collect data and the data were analysed with the help of the EPP methodology. Our study showed there was a diversity in how the game’s narrative was perceived and that a number of factors affected the interpretations of the narrative. These factors were organised in four categories: exploration, feeling and atmosphere, player experience, and identification with the player character and theories around the narrative. A fifth category evaluation of the storytelling, described the player’s thoughts about the way the narrative was told. Our main conclusion was that the factors affecting the way players perceived the narrative of the game varied much depending on who played the game and what their regular experience of games were. For example some were more affected by environment and monologue while others was more affected by earlier experiences of how games used to work. The respondent’s perception of the game narrative were also affected by their own thoughts and theories around the narrative and what might have happened. We could also see there were several different thoughts and opinions on how the narrative style of the game worked and three participants thought it worked well.

  • 9.
    Asplund, S.
    et al.
    KTH.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    SWAY - designing for balance and posture awareness2018Inngår i: TEI 2018 - Proceedings of the 12th International Conference on Tangible, Embedded, and Embodied Interaction, New York: Association for Computing Machinery (ACM), 2018, s. 470-475Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper presents the SWAY prototype that encourages people to explore aspects around balance and posture in a playful way. The prototype senses small movements and shifts in posture using a Kinect sensor, and translates these movements to the tilting of a platform holding a set of marbles, and to haptic feedback in the form of vibrations. The prototype provides an interactive experience focusing on building body awareness with a particular focus on balance and posture. The design inquiry provided new insights with respect to reinforcement of bodily experiences and how different modalities affect the guiding of attention.

  • 10.
    Axelsson, Joakim
    et al.
    Södertörns högskola, Institutionen för kommunikation, medier och it.
    Cederberg, Jessica
    Södertörns högskola, Institutionen för kommunikation, medier och it.
    Från webb till app: En studie i hur interaktions- och grafisk design påverkas i utvecklingen från webbplats till mobilapplikation2011Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    This paper reports a study in how interaction design and graphic design is affected in the process of developing an mobile application to complement the use of an existing webbsite. The paper also ask how developers are affected in this process by the use of designpatterns. The purpous of the report was to see how designpatterns affects the development of mobile applications and how the interaction and graphic design differs between various company webbsites and their related application. A study was conducted by comparing three diffrent webbsites with three related applications to find material for our thesis. Interviews were conducted on three diffrent companys that work professionaly with creating mobile applications. The results show that interaction between an application and a webbsite differs much because of technical conditions such as screen size or limits as a result of rigid interface guidlines. Graphical elements are influenced by the publishers own guidlines for graphical user interface. The company’s own webbmanual is used as a template when developing the applications and keeping the identity intact. This applies to all the interviewed developers. The use of designpatterns occurs in most cases. The interviewed companys agree that design patterns should be applied to the process but some of the informants only apply them in interaction design and not in graphic design.

  • 11.
    Barton, Julia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Flygare, Sandra
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    När informationssystemen leder till dubbelarbete: En fallstudie av ärendehanteringen inom Huddinge kommun2017Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Idag sker organisatoriskt administrationsarbete till stor del med hjälp av datoriserad teknik. Det finns dock en ineffektivitet i hur detta administrationsarbete går till i olika datasystem vilket lett till högre kostnad för mindre genererad nytta åt kunderna. Inom den offentliga sektorn är dessa kunder invånarna. Denna studie undersöker hur Huddinge kommun arbetar med ärendehantering i olika medieformer, vad som påverkar ärendehanteringen i och mellan medieformerna, samt vilka problem som uppstår i ärendeprocessen till följd av dessa. Studien tar upp hur socioteknik och människa-dator interaktion samverkar inom ramen för informationssystem och datahantering i förhållande till användarna och ärendehantering. Observationer och intervjuer har genomförts vid tre förvaltningar, samt Servicecenter på Huddinge kommun. Resultatet visar att ärendehanteringen inom kommunen är beroende av flera olika medieformer där informationssystemens användbarhet och funktionalitet påverkar hur säkert, konsekvent och tillförlitligt ärendehanteringen sker. Återkommande problem gällande dubbelarbete, oavslutade ärenden och inkonsekvent datainsamling och registrering av data kopplat till ärenden kan identifieras. Resultaten kan användas av Huddinge kommun vid kravställning och inköp av informationssystem ämnade för ärendehantering. Avgränsningar har gjorts gällande antalet representerade förvaltningsenheter inom kommunen. Övriga förvaltningsenheter kan använda sig av andra medieformer och ha andra erfarenheter gällande användning av dessa vid ärendehantering.

  • 12.
    Berg Eriksson, Sigge
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Bunyong, Oskar
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    The Aesthetic Response: A study of aesthetics in design of 3D-modelled game assets2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    This is a bachelor thesis on the subject of aesthetics in design in the realm of video game art. Our intention is to investigate if basic, geometrical shapes will highlight certain physical attributes or characteristics, triggered by the visual appearance of a designed product in what is essentially an aesthetic response. We test this subject in the realm of videogames, through our own design and production of 3D-models. A survey is then conducted with participants observing these models and answering questions relating to certain attributes that we intended for these models to display through their visual, aesthetic appearance. The survey shows that participant responses and general opinions regarding the design of these models were largely what we expected and set out to achieve. While we can not empirically verify these results as conclusive and the opinions and theories proposed in this thesis are largely dependent on context and personal experience, we believe an attention to aesthetics in design can effectively guide the aesthetic response an observer or user may experience with a product or artefact.

  • 13.
    Berg,, Karoline
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Möller, Mikaela
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Sponsringsfenomenet på Instagram: En kvalitativ studie som undersöker hur företag inom hälso- och kosttillskottsbranschen kommunicerar med sin målgrupp med hjälp av privatpersoner2015Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    In this essay we have chosen to research how health supplement companies market themselves and in different ways reach out to a vast majority of people with the help of one of the biggest social media channels, Instagram. It’s common nowadays that companies use social media as a fast, cheap and easy way to market their products to users. Either by promoting it on their own channel or by sponsorship, where they have popular people with a high amount of followers to encourage their viewers to buy their products. Instagram is rapidly growing and today have about 400 million active users every month and 40 % of all Swedish people that uses the Internet are a member of this application. Our research question is: “in which way do health supplement companies work with private individuals to communicate with their target group on Instagram and what is in the medium Instagram that makes it possible to use it for marketing and communication purposes?” By interviewing four individuals who are sponsored by different companies, two experts on the domain and by doing a netnographic observation that examines eight different Instagram accounts we were able to analyse and find the answer to our question. For health supplement companies to successfully communicate with their target group on Instagram it is important that they use the right person as an influencer. This is important to create high credibility towards the consumer. It’s also important that the influencer describes the product in an interesting way and that the person has a lot of knowledge about the product. We also conclude that the most important function that Instagram can offer is the ability to distribute images and influence other users.

  • 14.
    Bergdahl, Lovisa
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Andersson, Stefan
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    You Go That Way: Guiding Level Design in a Horror Game2014Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    In this qualitative study, an experimental horror game was developed to test what and how different aspects of the level design would guide players. The aspects that were used were identified in a pilot study. Five volunteers played the game and then participated in a Stimulated Recall Interview where each person was asked about their thought-process during a “choice-of-path” and why they chose to follow the path they did. They were also asked if any of the paths seemed like where they were supposed to go and how scary they felt the gamewas in general. Afterwards, the data was analyzed using thematic analysis and 16 themes that affect the player choice were identified and analyzed. The studyfound that decisions appeared to vary greatly between players, but that the mostattractive aspects of a level were brighter illumination than in the surroundingarea, easy accessibility and distinction from the surroundings. The most unattractive aspects were lesser illumination, backtracking and subjective negative associations.

  • 15.
    Bergström, I.
    et al.
    KTH.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Sarka: Sonification and somaesthetic appreciation design2016Inngår i: MOCO '16: Proceedings of the 3rd International Symposium on Movement and Computing, New York: Association for Computing Machinery (ACM), 2016, artikkel-id 1Konferansepaper (Fagfellevurdert)
    Abstract [en]

    We often take for granted that we have immediate access to our perception and experience of and through our bodies. But inward listening is a demanding activity and thus not easy to learn to perform or design for. With the Sarka mat we want to support the ability to direct attention by providing sound feedback linked to the weight distribution and motion intensity of different parts of the body, and to provide an exemplar for how such design may be conducted. The process of Sarka's creation is informed by Somaesthetic Appreciation Design. We discuss how a sonic feedback signal can influence listeners, followed by how we, in this design, worked to navigate the complex design space presented to us. We detail the design process involved, and the very particular set of limitations which this interactive sonification presented.

  • 16.
    Birgersson, William
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Johansson, Moa
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Visuell Navigation: En studie om vägledande visuella element i spel2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Visuella vägledande element kan höja eller sänka en spelupplevelse. Därför har vi gjort en studie kring hur man kan uppnå intuitiv visuell navigation med fyra beprövade visuella vägledande element, nämligen ljussättning, färgkulör, färgmättnad samt objektplacering. Dessa element har använts för att skapa ett visuellt språk i en bana som vi har låtit ett antal respondenter spela och simultant kommentera. Resultaten har varit som väntat, att ljussättning fungerar som det starkast vägledande elementet, samt att respondenterna reagerade på, samt vägleddes av, nämnda element.

  • 17.
    Birgisdottir, Hrefna
    et al.
    Södertörns högskola, Institutionen för kommunikation, medier och it.
    Rosvall Smitterberg, Alba
    Södertörns högskola, Institutionen för kommunikation, medier och it.
    Identitetsskapande viamarknadsföring: En kvalitativ undersökning om hur frilansareväljer att marknadsföra sig själv samt sin karriärmed hjälp av sociala medier2011Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    There are those who currently use social networks as a marketing tool that creates the standards that exist. There is no given standard, there are no absolute facts that exist through all time. A constant change is happening and therefore forcing everyone involved to adapt and make the changes needed to be current. What is relevant to consider in this study are the different roles a freelancer creates on the various channels of social media. Based on the results of the interviews that have been conducted the informants create different identities at different forums they reside on. Another important point to address is the brand awereness informants consciously

  • 18.
    Blomqvist, Anja
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Jag har inte tid att spela tevespel: En kvalitativ studie om icke-spelares syn på digitalt spelande2015Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    This study explores possible contributing factors to why some people don’t engage in playing digital games. The purpose of this paper is to gain a deeper understanding of why they don’t participate in this activity. The objective was to examine the social aspect, the time facet and the technical requirement of mastery as hindering barriers. A strategic selection of eight participants was made in Stockholm between October 2015 and November 2015. Focus group discussion was chosen for its potential to get a rich data set and to get answers to questions that the respondents had no way to prepare answers to. Three follow-up individual interviews were carried out a few weeks later to get access to a more personal and insightful material. The focus group discussion lasted two hours and the individual interviews for approximately 30–60 minutes; and painstaking transcriptions began the day after the focus group conversation had taken place, and after each and every interview had been conducted.

    The empirical thematic analysis resulted in four themes that show that many different factors may interact and result in peoples disinterest in playing digital games. Communications limitations in various forms have an impact, as well as the social sphere, and that many games provide an insufficient feeling that reflects the physical reality. Gaming is also perceived as unhealthy, and a waste of time if it does not occur within a limited frame. The meaning of performance in this context, as well as negative feelings about failures and the time that must be devoted to be able to master gaming is also hampering the motivational efforts to play. And when the respondents state that they do not have time to play digital games, this can be considered synonymous with the view that a different activity, they could devote themselves to instead, is more meaningful in their life-world.

  • 19.
    Blomqvist Ankarberg, Victor
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Hillberg, Rasmus
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Scenografi, min käre Watson!: En studie i scenografiska teknikers påverkan på spelare2014Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    This study explores Environmental Storytelling techniques and whether these can beused in combination with each other to lead a player through a game scene in aspecific pattern, affect the player’s narrative and exploratory view and explorewhether Self-paced Exploration can be combined with these techniques.It is a qualitative study conducted by six gaming sessions with accompanyinginterviews in which six people get to play one of three versions of the same gamescene. The only differences between the scenes are the different guidance techniquesused. The informants' movement patterns are identified and interviews recorded byaudio, as well as screen recording. The results shows that Environmental Storytellingtechniques can very well be used to control the player's exploration patterns, bothnarratively and navigation purposes and Self-paced Exploration can be utilized to agreater efficiency in combination with these.

  • 20.
    Brundin, Hanne
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Norrhäll, My
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Seniorer och internet: En studie om hur PROs medlemmar använder sig av internet2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Since the Internet was introduced, it has taken over faster than anyone was ever expected it to do. It has taken over how we, humans, today live our life and is expected to accomplish our errands, such as paying our bills, ordering clothes and looking up information about travelling.

    With that said it is important to remember and have in thought that not everyone has the knowledge and skills to use the Internet, this because of the extreme development that the Internet brings.

    As mentioned above there is one group of people that has been called the “forgotten group” when it comes to the expansion of Internet, and those are the seniors. Most of the seniors today have difficulties using the Internet due to either lack of knowledge or due to the size of the text on the websites, as well as the different color combinations. Since the seniors today have special needs on how to easily use a website, they are forgotten since most websites aren’t developed for seniors.

    However, sometimes appearances are deceiving and that is what this study has shown us.

    By questionnaire and interview study, the result of this study has showed us that the majority of the informants do use Internet, but they have special needs when it comes to the design on a website, and that includes color combinations, sizes of the text as well as on how to navigate from one page to another.

  • 21.
    Busby, Freja
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Rydberg, Alva
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Mätverktyg och användartester inom webbdesign: Hur mätningar av ögonrörelser och webbaserade värmekartor kan användas i användartester2014Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    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. Some of the findings were that the users look more at the top of the page than at the bottom. They also look more at icons and images rather than longer text blocks. From the tracking of user clicks we found that the users primarily clicked on links in order to navigate the page but also that they sometimes clicked on texts when they were reading. 

  • 22.
    Bytoft, Hannah
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Norberg, Julia
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Digitala designprocesser: En jämförande studie om digitala designprocesser utifrån två anställningsformer2018Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The aim of this paper was to examine digital design processes by looking at two different types of employment, which are agency-employment and freelance-employment within digital design. The study which was conducted intended to investigate how digital design process is possibly unique compared to other working procedures within creative professions. The method which was used to seek answers to the questions of this paper was structured and semi-structured interviews. The results showed that design process within digital design do not differ markedly depending on type of employment, but are instead based in a similar structure. The results confirmed that the knowledge and personal experiences of the designer create a subjective apprehension of creativity and therefore steers the direction of a project. The digital factor is something which makes digital design process unique from another working procedures, which facilitates quick communication and efficient execution of digital design projects.

  • 23.
    Calisir, Jessi
    et al.
    Södertörns högskola, Institutionen för kommunikation, medier och it.
    Ternström, Charlotte
    Södertörns högskola, Institutionen för kommunikation, medier och it.
    Det virtuella provrummet: En jämförelse mellan två klädexponeringsverktyg på webbshoppar och hur dessa påverkar konsumenten2011Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    I dagens samhälle har många fysiska klädbutiker även öppnat webbshoppar. På en webbshopp kan det vara svårt att framställa känslan man får när man är i en fysisk butik där man har möjligheten att känna på materialet och prova varorna. Detta kan bidra till att det blir svårt att känna sig säker på klädköpet.Syftet med denna undersökning är att få en djupare förståelse över hur två olika klädexponeringsverktyg på webbshoppar kan bidra till att användaren kan känna sig tryggare i sitt köp. Vi vill även undersöka om eller hur konsumenten identifierar sig med modellerna som visas i klädexponeringsverktygen. Verktygen vi valt att undersöka är H&M:s Dressingroom samt Nelly:s Catwalkvideo. Målgruppen för undersökningen är kvinnor mellan 18-30 år.Metoden vi valt för studien är av både kvantitativ och kvalitativ ansats för att få så bred och djupgående information som möjligt av vår målgrupp. Den kvantitativa undersökningen bestod av en webbenkät där syftet var att få en inblick i respondenternas vanor kring verktygen. Den kvalitativa undersökningen bestod av en kontextuell intervju med syftet att kunna fördjupa oss mer i målgruppens åsikter och tankar. Resultatet av vår undersökning är analyserat utifrån tidigare forskning kring ämnet. Studien visar att klädexponeringsverktygen påverkar våra respondenter på ett positivt sätt då majoriteten av respondenterna kände sig säkrare gällande deras köpbeslut genom att använda verktygen. En videofilmad catwalk tenderade att hjälpa fler av våra respondenter än vad en virtuell klippdocka gjorde. Däremot upplevde respondenterna att vissa funktioner som den virtuella klippdockan hade var mer underhållande.

  • 24.
    Calleberg, Erik
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    von Eckermann, Christoffer
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Viktiga kvaliteter för ett dialogsystem i RPG-spel: En kvalitativ studie av dialogens betydelse för spelupplevelsen2019Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    This work is a study with the question What are important qualities within a dialogue system for RPG games? About dialogue systems in RPG games to try to identify important qualities to find out what it is that creates a good dialogue system. In the background, research on dialogue systems, dialogues with NPCs, other forms of dialogue systems and game design is observed. The study resulted in a ready-made analysis model that can be used for RPG games within the same genre and a number of important attributes that a dialogue system should have in order to be defined as good.

    The question is answered using a content analysis of three RPG games, selected with the help of an expert panel consisting of skilled in the field, Star Wars: Knights of the Old Republic 2, Oxenfree and Life is Strange. In order to analyze the results of the content analysis, previous research and theories like agency, the Eliza effect and what will be called Freemans techniques have been used to form an analysis model that has been used to carry out a content analysis. The result shows both similarities and differences in the dialogue between different games within the genre RPG-games. A good dialogue system contains qualities that have a good level of agency to give the player the opportunity to choose what the character should say to create emotions. Also opportunities not to participate in a dialogue was found extra interesting as several games do not have that option. The game's dialogue should be perceived as complex, realistic and personal to the player so that it can be taken seriously and convincingly create emotions.

  • 25.
    Carlberg, Max
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Nilsson, Wictor
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Visuell personalisering och karaktärsskapande i Final Fantasy XIV: A Realm Reborn2018Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [en]

    This study aims to investigate motives behind certain design choices of a player in an MMORPG game when creating their online avatar. The game used for the study is Final Fantasy XIV: A Realm Reborn (Square Enix, 2013). To achieve this, we have interviewed two Free Companys (group of people playing together) and asked them a set of questions to find out similarities and differences among casual to semi hardcore players. For example one thing we noticed when asked the question if they have created their character based on their own visual traits the interviewed denied any similarities at first but when they thought harder about it they agreed that subconsciously there were traits that were similar even if it just comes down to hair color. Playing as the opposite sex is also a common theme when creating your character.

  • 26.
    Carlsson, Johan
    Södertörns högskola, Institutionen för kommunikation, medier och it.
    Portare folium: En rapport om utvecklandet av en webbaserad portfolio.2012Independent thesis Advanced level (degree of Master (Two Years)), 10 poäng / 15 hpOppgave
    Abstract [sv]

    En portfolio tas vanligen fram för att visa på vilka kunskaper man förfogar över. I vissa fall handlar det om att visa upp grafiska verk, i andra fall handlar det om att visa tekniska kunskaper. Ibland handlar det dock istället om att slå ihop dessa båda. Det är främst i möjligheten att kombinera presentationen med tekniska och grafiska kunskaper en webbportfolio skiljer sig från en traditionell portfolio. Målet med det här examensarbetet inom IT, medier och design har varit att ta fram en webbportfolio som är tillgänglighetsanpassad för olika typer av människor, då det oavsett målgrupp kan förekomma personer med funktionsnedsättning. Med dessa kommer speciella förutsättningar och större krav ställs på tillgängligheten. Vidare har webben kommit att flyttas från stationära datorer i hemmiljöer till att följa med och vara tillgängligt i stort sett när som helst och var som helst. Detta ställer särskilda krav på en webbplats i form av att förutsättningarna för att titta på denna inte längre går att förutspå på samma sätt som när internet för det mesta användes på stora skärmar. Rapporten syftar till att beskriva den fortgående arbetsprocess som skett under hela examensarbetet, och även att belysa de olika aspekter som behöver tas hänsyn till under arbetet.

  • 27.
    Carlsson, Robert
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    The Illusion That Is Multiplayer Games: Position disparities in Client-serverstructured multiplayer games2014Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The goal of this study is to research the disparities in character positions between clients and server when playing an online game. The data needed was gathered by letting three players play a game made by me against each other, using extrapolation methods like the Kalman Filter on the characters’. During the play-through each client saved all characters positions together with the input made by the players. The clients logged the information every network update, in synch with the server. When the time came, all clients sent their information to the server, where it was collected, analyzed and compared with the information the server had registered. By calculating the difference in position of the server and clients characters, a disparity value could be extracted. This value is what was used to calculate a disparity value between the server characters and all clients’ counterparts. The same value is also what was used to answer the questions on how much impact the different extrapolation methods have on a game, as well as how big of an impact input made have on the delay of the game. An important part of the study was to make sure that the information gathered was collected at the same time on the clients and the server, as well as to be able to enable and disable parts of the methods. Therefore the whole game used in this dissertation was built focused on this study. All extrapolation methods are toggle-able and the information gathered is synched using time.windows.com.

  • 28.
    Carlstedt, Fanny
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Rask, Matilda
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Att utveckla en modern webbplats: Är responsiv design framtiden?2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The IT industry is constantly evolving and it's more or less a requirement today for web developers to be familiar with and to be able to develop for all platforms. A technique that has taken hold and is now widely used is responsive design. Developing responsive design means adapting the layout to the viewing environment; the screen size. Another useful method when developing for different devices is the mobile first theory, which means developing for the mobile screen first. This is done to scale down the site and to clear unnecessary information in order to provide a better user experience. In this work we have developed a new design for the site greenb.se, using the mobile first theory to create a responsive website. 

  • 29.
    Cederberg, Jessica
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Changing financial behaviors using mobile PFM tools2013Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    This paper investigates the needs of a PFM (Personal Financial Management) tool in a projected banking app, where information is presented as statistics of the users’ personal economy. By studying how youths would like to monitor their finances in a banking app the paper aims to investigate what a PFM tool could include to attract consumers to use it in order to get a better control of their finances. The question of the paper is therefore: How can a banking app containing a PFM contribute to greater awareness of the users’ finances and savings, and how should such an app be designed?

    User tests were made to investigate what kind of statistics the users want in a PFM tool in a mobile app. The Delphi method was used to get a ranked list of ten suggestions, and a focus group interview was conducted to analyze the results further and to contribute to a qualitative view of the paper.

    The test results together with previous research show that a PFM tool included in a banking app could attract the target group to monitor their money, and also encourage them to save more. The respondents would like to have general statistics over their economy in a PFM tool, but also the possibility to monthly set personal budgets and monitor how well they are respected.

  • 30.
    Chiniquy, Michael
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Lyckade spelkomponenter: Vad ligger bakom World of Warcrafts popularitet?2012Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    I denna studie så kommer jag att analysera MMORPG-spelet World of Warcraft genom att utföra en analys i hopp om att isolera spelmekanismer och element som kan anses vara välfungerande och väldesignade. Jag kommer dessutom att bryta ner World of Warcraft till dess kärnkomponenter med hjälp av Interaction Centric Framework modellen som ett komplement till denna studie. Resultaten visar att World of Warcraft använder sig av många slags egenskaper och designval som skiljer sig själv från andra spel, som att dra ner på story element och att destillera spelets kärna till en väldigt grundlig ”morot-och-piska” formel som låter spelaren kunna spela oavbrutet utan att känna något skäl att sluta spela. 

  • 31.
    Creutz, Julia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Borgkvist, Isabelle
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Smart Hem, smart för vem?: En kvalitativ studie om varför det Smarta Hemmet inte har fått sitt förväntade genomslag2015Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Smart Homes are not smart for everyone, at least not yet. The purpose of this paper is to examine four obstacles that prevents Smart Homes from being adopted as a standard in Sweden. This paper is based on the contributions of the study “Home Automation in the Wild: Challanges and Opportunities” (Brush et al. 2011), and further investigates the obstacles the authors present in that study. Thanks to a broad use of different methods, we state that all the obstacles listed in this particular study (Brush et al. 2011) still remain, but perhaps on different terms. In the discussion part of this paper, we present a few ways to work against these obstacles and, hopefully, eliminate them. 

  • 32.
    de Freitas, Andreas
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Alvelöv, Timmy
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Förberedd eller inte - Vetskapen om skräck i skräckspel2019Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    This study examines how the knowledge of that a game belongs to the horror genre affects the players gameplay experience and choices in the game. Ten participants were recruited for the study. First, the participants had to fill in a pre-study form to make sure that they were a part of our target group. During the data gathering the participant was informed of what kind of prototype they were about to play, either a horror prototype or a puzzle prototype. Then they proceeded to play the horror prototype. To gather the data, stimulated recall and semi-structured interviews were used. The data was analysed with an EPP-method. No significant connection were found between the play experience or the choices the player made and the type of information given beforehand to the participant. A connection were found between fear and expectations, that could be linked to knowledge of the horror.

  • 33.
    Degerstedt, Lars
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Making competitive intelligence “social”: Current practices in four organizations2016Rapport (Annet vitenskapelig)
    Abstract [en]

    The presented research has investigated empirically the current practices of how organizations are using CI today, and in particular what role collaboration and networking plays in such CI work processes. In particular, the investigation has examined what forms of collaborations and organizational networks are currently used in the CI work process. Four organizations have been examined as exploratory case studies. From this, a base model for social CI has been generated by extracting overall CI process characteristics from the investigated cases that relate to collaborative behavior and organizational networking. The study relies on the existing conceptual framework called the social CI framework intended for analysis and design of CI for the (socially) networking organization.

  • 34.
    Degerstedt, Lars
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Hermansson, Cecilia
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    CoCI: Collaborative support of social competitive intelligence2016Rapport (Annet vitenskapelig)
    Abstract [en]

    The aim of the presented work has been to investigate how the existing concept of social CI can be used to support collaborative CI networks. A novel socio-technical solution CoCI consisting of a work method and tool have been designed for a scenario with an internal network of collaborative competitive intelligence (CI). The CoCI work method suggests using agile, freeform collaboration through an informal organizational network. A distinction is made between the roles of network coordinators, contributors, clients and receivers. The work style follows regular temporal iterative loops, or sprints, each one ending in some form of intelligence outcome. The CoCI tool supports collaborative daily work with reading, commenting and classifying incoming material, where the actions of the network members are visible to each other. Furthermore, the CoCI tool supports having meetings using the tool where incoming material from the sprint is reviewed and a report is created. In the evaluation of the tool, the dimensions engagement, collaboration and community had high scores. In contrast, the dimension simplicity was less satisfactory. Four design patterns for social CI could be extracted based on the strong points of the evaluation: social selection, individual/collective box, real-time engagement and collaborative enhancement. The low score on simplicity will be investigated further, but indicates how crucial it is for social features to be intuitive in order to avoid making the overall solution too complex.

  • 35.
    Degerstedt, Lars
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Rytkönen, Paulina
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Måltidskunskap.
    Rural Wikinomics: Communication, Sharing and Value CoCreating – Social Technologies and Rural Development2016Inngår i: Challenges for the New Rurality in a Changing World / [ed] Paulina Rytkönen and Ursula Hård, Huddinge: Södertörns högskola, 2016, s. 45-46Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Over the last decades a great effort for rural development policies in Sweden has been to find windows of opportunity for the future, to promote new types of enterprises, to support farm and firm diversification, to identify novel business models and in general promote growth. But while many concrete measures have focused on lowering the entry barriers to the market and support the supply side of the rural economy, a glimpse on the emerging technological paradigm, e.g. internet based development and social technologies, indicates that new solutions are possible. In this article we address the following question: Can Alternative Food Networks (AFNs) in combination with social technologies promote rural entrepreneurship and economic growth?   

  • 36.
    Dukale, Ahmed
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Andersson, Leonard
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Mobilbetalning och upplevd säkerhet: Hur många steg av verifiering krävs det för att en mobil betalningsmetod ska uppfattas som säker?2015Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The purpose of this paper is to examine how secure a mobile payment system is perceived to be depending on how many steps of verification it uses, and how the amount of time it takes to complete the verification affects the users perceived safety and usefulness of the system.The study is based on previous research done on mobile payment and human trust in technology, combined with an overview of the most used mobile payment systems in Sweden today. The data was collected from observations and interviews based on three prototypes created for the study which simulates different kinds and amount of steps of verification.The result of the study shows that the amount of steps of verification did have an impact on the users perceived safety of the system, but that the technology used to make the verification played an equally important role. The time it took to make the verification didn’t have an affect on the users perceived safety, but a quicker verification was viewed as a positive attribute for a mobile payment system.

  • 37.
    Dömstedt, Julia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Sjöström, Klara
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Gruppis: utvecklingen av en mobilapplikation för informationsspridning mellan personal och vårdnadshavare2015Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Denna rapport beskriver designprocessen och utvecklingen av en mobilapplikation kallad Gruppis. Rapporten syftar till att redogöra för hela processen från konceptualisering av idén till en slutgiltig interaktiv hi-fiprototyp. Syftet med applikationen är att underlätta kommunikation och informationsspridning mellan personal och vårdnadshavare i förskola, skola eller andra barngrupper.

    Arbetsprocessen innefattade förarbete i form av fokusgrupp och PACT-analys för att få en uppfattning om användarna och deras behov. Utifrån relevanta designprinciper och riktlinjer för interaktionsdesign har sedan två olika gränssnitt, anpassade för smartphone och surfplatta, skapats. Dessa har sedan testats och utvärderats vilket har lett till revideringar i design och navigation. För att optimera upplevelsen av applikationen har även en grafisk design skapats. Examensarbete resulterade i två interaktiva och verklighetstrogna hi- fiprototyper för både smartphone och surfplatta. 

  • 38.
    Edström, Alice
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Björkman, Bo
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    An Empirical Study Concerning Filter Bubbles and Echo Chambers: The perception of personalized content in news applications.2018Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The aim of this study was to investigate the perception of personalization on news applications and to examine to what extent it is seen as an optimal solution for users to receive information. Due to the growth of online news and digital journalism the amount of information that is being published online is significantly higher nowadays than it has previously been. Therefore, a recommendation system called personalization has been introduced to choose content for the reader. Many concerns of personalization have already been brought to light, these concerns are believed to be contributing to filter bubbles and echo chambers. This study will investigate these concerns further in order to understand the users. The methodology used in the study were semi-structured interviews and an analysis based on the concerns brought forward by Borgesius et al. Six interviews were conducted with users and two were conducted with major news organizations in Sweden. The results of the study indicate that users fear personalization will cause filter bubbles and polarization due to them only being subjected to one perspective. The users are unaware as to how personalization works and therefore question why it is being introduced into news applications. Due to personalization being a new phenomenon news applications it is not yet seen as an optimal solution by users or news organizations. There are, however, many factors that can assist in its development such as transparency and awareness of the phenomenon.

  • 39.
    Ek, Anton
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Sperring, Alexander
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    En jämförelse mellan ljus baserat i naturalism och pictorialism: En studie om ljussättning i spel2013Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    In this study, we investigate various lighting applications in a virtual environment, where we compare between light based in naturalism (natural light) and pictorialism (artistic light). The purpose of this study is to gain further knowledge in lighting, which is increasingly important for game graphics. Theory are examined to gather information and recommendations on how to use various light settings that convey different emotions. We then use this information to illuminate the environment that we have built. The environment is presented in Unreal 4 for respondents who are allowed to move around freely in the environment. Then we carry out qualitative, semi-structured interviews at the respondents to find out what they thought of the light. The result showed that natural light did not give the same narrative effect as unnatural light.

  • 40.
    Eklöf Torp, Anna
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Lindholm, Sofie
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Att följa och bli följd på Instagram: En kvalitativ studie om Instagramanvändares användning av följarfunktionen2015Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    I takt med att Instagram växer pågår en föränderlig användning av applikationen där nya beteenden och användarmönster växer fram. Därför är det angeläget att utforska hur användarnas beteenden, överenskommelser och normer ser ut i applikationen idag. Denna uppsats syftar till att nå ökad förståelse för hur svenska Instagram-användare med ett följarantal mellan 94-294 använder sig av följarfunktionen på Instagram. Den syftar också till att undersöka hur användarna förhåller sig till funktionen och huruvida följarantalet möjligen påverkar deras användning och förhållningssätt gentemot den. För att besvara uppsatsens frågeställningar och uppnå dess syfte har vi använt en kvalitativ ansats och genomfört tre fokusgruppsintervjuer. Våra resultat tyder på att Instagramanvändare med ett följarantal mellan 94-294 använder följarfunktionen med syfte att följa konton. De lägger inget fokus på att bli följda av andra konton och är ointresserade av att öka sitt följarantal. Vidare har de en allmän uppfattning om att ett högre följarantal än deras kan komma att medföra krav, förväntningar och press från följarna.

  • 41.
    Ekström, Mattias
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Thanasis, Dimitris
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    How does the digitalization of atable top game affect gameplay?: How the technical aspects of theimplementation can affect the game and thegameplay2014Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The goal of this study is to research how the digitalization of a table top gameaffects the game and its gameplay. We are researching this by first havingparticipants play chess, and online chess, and the interviewing them about theirexperiences with the both games. The main effects of digitalization are inputcontrols. When digitalizing a table top game, there is one thing that the designercannot control at all, which is, the necessity of input controls. However, thedesign for these controls is up to the designer. When digitalizing a game, therules ted to get enforced by the programming. Mistakes that could be committedin the table top version are no longer possible due to the rule enforcementcaused by the programming. It is also possible to use the digital realm to yourbenefit by adding features such as highlighting in chess, which is only possible inthe digital version. Immersion is also affected by the digitalization; the possiblelack of a visible and present opponent can alter how the players experience thegameplay.

  • 42.
    Eladhari, Mirjam P
    Högskolan på Gotland.
    Game Mechanics and Dynamics of Social Actions in a Prototype Multiplayer Game World2011Inngår i: Proceedings of DiGRA 2011 Conference: Think Design Play, Tampere: Digitial Games Research Organisation (DiGRA) , 2011, Vol. 6, s. 1-20Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper describes the social actions called ‘affective actions’ that are implemented in the prototype multiplayer game world The Pataphysic Institute (PI). An aim of this paper is to demonstrate how a game mechanic can result in a certain set of dynamics or play patterns. Affective actions are but one feature of the many that make up the game world of PI. In this paper, the feature is used as a vertical slice into the game design. The aim is to, by using this slice, show the founding the principles of the game, the play tests that informed the design, as well as the play patterns that were observed as they emerged in a series of game mastered play–test sessions.

  • 43.
    Erika, Krauser
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    En demonstrationswebbplats skapad i WM3 för WM32016Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    In order to recruit customers to WM3, the sellers of HL Design have for a while been wishing for a demonstration site. Therefore, this thesis and projekt goal have been to create such a site in WM3. WM3 is a CMS created by HL design and includes eleven different modules and features like; live editing, articles and calendars. The site will therefore include these modules that WM3 offers in except for two; the webshop and statistics-module. The site will also be user friendly, responsive, accessible, and it will be easy to navigate in it. Interest in WM3 has grown and grown during the project. The reason has been the ease and userfriendliness of WM3, both for developers and potential customers. As manager and developer of this thesis and projekt the tasks consisted of devoloping the site accourding to a plan and creating the plan to; demonstrate how the site should look like in terms of design, how the modules should be presented and how the structure of the website should look like. The result of this projekt and theises is a complete demonstration site for a fictitious law firm where all modules except the webshop and statistics, are used and presented.

  • 44.
    Eriksson, Christina
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Nike Retail Tour iBook: Interaktiv e-boksdesign med Apple iBooks Author2014Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Denna rapport redovisar utvecklingen av en interaktiv e-bok med Apples program iBooks Author. E-boken, omnämnd som Retail Tour iBook, är avsedd för användande på Apples iPads och har skapats på uppdrag av företaget River Cresco AB för deras kund Nike. Den interaktiva e-boken beställdes av Nike för att användas vid ett återkommande internt möte som behandlar återförsäljningen av Nike-produkter i Stockholm. Utöver programmet iBooks Author har programmen Adobe Photoshop, Adobe Illustrator samt Apple iMovie använts i designprocessen för att skapa Retail Tour iBook. Resultatet av denna rapport är en färdig produkt, en interaktiv e-bok som användes av Nike för första gången i april 2014.

  • 45.
    Eriksson, Jonas
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    The Making of a Conceptual Design for a Balancing Tool2014Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Balancing is usually done in the later phases of creating a game to make sure everything comes together to an enjoyable experience. Most of the time balancing is done with a series of playthroughs by the designers or by outsourced play testers and the imbalances found are corrected followed by more playthroughs. This method occupies a lot of time and might therefore not find everything. In this study I use information gathered from interviews with experienced designers and designer texts along with features from methods frequently used for aiding the designers to make a conceptual design of a tool that is aimed towards simplifying the process of balancing and reducing the amount of work hours having to be spent on this phase.

  • 46.
    Eriksson, Per
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Att kommunicera förtroende online genom visuell design: En kvalitativ studie av hur färg, form och foto kan påverka användarens förtroende för en e-handelswebbsida2012Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Att kommunicera förtroende är en nyckelfaktor för att lyckas inom e-handel. Förtroendeinom e-handel påverkas av flera faktorer, där visuell design är en av dessa. Dennauppsats avser att inge fördjupad förståelse för hur den visuella designen spelar roll ianvändarens upplevda förtroende till en e-handelswebbsida. I denna uppsats fokuserarjag på att undersöka hur förändringar av olika grafiska element i en webbsidas visuelladesign påverkar användares upplevda förtroende för webbsidan. För att undersöka dettautfördes flera tester där användare själva fick beskriva sina tankar och åsikter om denvisuella designen och hur de upplevde förtroende till webbsidan baserat på den visuelladesignen och förändringarna av den. Genom att bearbeta resultaten från dessaundersökningar blev det möjligt att se hur förändringen av den visuella designenpåverkade respondenternas förtroende till webbsidan och det den representerade.

  • 47.
    Eriksson, Per
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Deco Retro: Designprocessen för att skapa ett varumärke2013Independent thesis Basic level (university diploma), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Denna rapport redogör för skapandet av varumärket Deco Retro. Samt den tillhörandedesignprocessen för att skapa en visuell identitet och profil för varumärket. VarumärketDeco Retro togs fram som ett undervarumärke till Kitsch Sweden AB som behövde ettvarumärke som passade deras nuvarande och framtida produkter. Deco Retro ska bidra meden stärkt identitet och värde för de produkter som ska säljas under varumärket. Designarbetetkring varumärket strävade framförallt efter att kommunicera den idé, identitet och de värdensom under projektet tagits fram för varumärket, samtidigt som det ska ha bidragit med enestetiskt tilltalande grafisk design. Resultatet av denna rapporten blev ett genomarbetatvarumärke med tillhörande visuell identitet, profil och flera tillhörande artefakter, redo attimplementeras.

  • 48.
    Erkendal, Linn
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Användartyper i Hjälpforum: En explorativ analys av användarbeteende och kommunikation i Hjälpforum för svt.se och SVT Play2012Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Denna explorativa studie analyserar gemensamma och differentiella mönster för kommunikation och beteende hos användare i Hjälpforum. Målet med studien är att kartlägga aktiva användartyper med syfte att ge SVT kunskap om Hjälpforumets användare. Om forumadministratörer har mer kunskap om användarna i Hjälpforum kan de anpassa sin kommunikation utifrån användarnas individuella behov och öka deras förmåga att bidra med mer kvalitativ återkoppling. Detta kan i sin tur bidra till en positivare inställning och ökat förtroende hos användare i Hjälpforum. I denna studie kunde fem användartyper kartläggas i Hjälpforum med stöd av egen empiri och tidigare forskning. Nybörjare utgör främsta användartypen i Hjälpforum och SVT bör därför tillgodose deras behov för att eventuellt minska antalet nya användarinlägg. Dessutom kunde denna studie med hjälp av lämpliga databearbetningsverktyg kartlägga, en för tillfället, okänd användartyp i Hjälpforum utifrån ovanliga mönster i beteende och kommunikation vilket kan vara intressant för vidare analys. Studien presenterar förslag på hur resultatet kan användas för att skapa riktlinjer för framtida kommunikation och utveckling av Hjälpforum och SVT:s webbplats.

  • 49.
    Farokhian, Suzana
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Human-computer interaction using eye-gaze: Formation of user interface design guidelines from a cognitive science perspective2019Independent thesis Advanced level (degree of Master (One Year)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Motor and communication disabilities are common conditions that may implicate restrictions in daily life. With development of eye tracking technology, a solution referred to as eye-gaze interaction has been generated to support people with their limiting conditions to solve communication and computer access issues. By using eye tracking technology, which calculates the user’s eye-gaze location on a computer screen, user’s are able to control computers with their eyes as an input. This interaction method is quite unique and complex since the eyes serves both as an input and output source. Usability aspects revolving human information processing are therefore important to consider when designing user interfaces. In collaboration with Tobii AB, the study evaluated two separate eye-gaze interaction systems for controlling computers. 7 participants conducted user tests, one for each application, and answered interview questions during the tests regarding their usability experience. Based on the collected data,17 design guidelines was established with a purpose to enhance usability for eye-gaze interaction systems.

  • 50.
    Flodén, Alexander
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Tutorials påverkan på inlärning I digitala spel2017Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [en]

    This paper researches how players with different experiences in games can learn and experience a tutorial. The purpose of this study is to get a better understanding about the practical application of a tutorial and how it needs to be adjusted for different kinds of audiences for them to be able to learn and understand the game. This qualitative study was conducted with 12 participants, six men and six women, who played through a tutorial in a First-Person Puzzle Platform game. The study showed that people with different experiences learn and experience very differently from one another and that the tutorial should be adjusted so that the targeted audience can understand, control and play as they wish.

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