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  • 1.
    Spence, Annalisa
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Svensson, Mimmi
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Understanding Informational Privacy Through User Interfaces in Web Applications2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper critically examines users' perceptions of privacy and security in web applications,emphasizing interface design. Drawing on both quantitative and qualitative data grounded inCPM and PMT theories, our research addresses Internet users' concerns regarding onlineprivacy and security. Employing triangulation analysis on survey responses and web-basedobservations, our findings reveal a strong association between users' trust in web applicationsand their visual elements. By providing visual examples of current design practices in oursurvey, we discover some important aspects of effective interface designs. Utilizing IUIPCtheory, we identify how web application interfaces influence users' privacy management,impacting their trust and usage decisions. Notably, some users are subtly prompted to grantpermissions or share personal information through deliberate exclusion of options in thedesign of certain web applications. The approach of this study encourages a criticalperspective on privacy and integrity issues in online settings.

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  • 2.
    Hjorth, Anna-Maria
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Upplev mera, spelifiera! Eller?: En experimentdriven dagboksstudie om hur spelifiering påverkar användarupplevelsen av digitalt medierad sysslohantering2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Since 2013 gamification has been applied in a number of domains, among these task management applications (TMA), to achieve positive effects. However, a discrepancy has been found regarding expected results and those of applying the method to TMA. This study has conducted a field experiment to evaluate the user experience of two instances of a web-based TMA called Att.Göra. One instance was gamified (AG.Play), while the other was not (AG). 14 respondents were asked to evaluate their user experience through diaries over a one week period. Through thematic analysis of the resulting data, this study concludes that gamification can affect the user experience by heightening the experience of hedonic attributes, lowering expectations regarding pragmatic attributes and increasing motivation for continued usage. However, this may not be enough to sustainably satisfy user needs, since the aim of TMA is to aid users in pragmatically oriented activities rather than hedonic.

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  • 3.
    Santhakumar, Anojan
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Utvecklingen av ett AR tillägg inom inredning: ”Från Null till något”2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this project has been to create a prototype that uses AR functions. The goal with this has been to use it to enable users to place furniture that is seen in pictures, in a real environment such as their home or an office. For this to happen, a design process has been used where information and the collection of data has happened. This data has since formed the basis for being able to create a number of different prototypes with two different approaches. These were Figma and Unity. The results from this project are two different prototypes that show users how AR can be used in the interior design industry or similar domains. This result has received positive feedback and has shown that there is a future potential, but that more work is required, for example, the addition of several distinct functions.

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  • 4.
    Ahammed, Riday
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Osheko, Yannick
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Vad ska vägleda dig i en 3D-labyrint?: En kvalitativ studie av spår, ljud och markeringar som vägledningshjälpmedel2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    There are different types of wayfinding aids that help the player navigate through a 3D environment. This qualitative study investigates how breadcrumb trails, sounds, and markers as wayfinding aids can support a player in a 3D maze. First, the researchers created a prototype to examine the three wayfinding aids and placed them into three different mazes. Then, the respondents who participated in the study played through those three mazes with and without wayfinding aids to investigate how they supported the respondents during the game session. Next, data were collected using the stimulated recall method and semi-structured interviews. Finally, the collected data were analyzed using the Empirical phenomenological psychology (EPP) method. The results that occurred from the analysis showed the respondent's individual experiences and the four overall themes that emerged from the data. In summary, the results indicated that breadcrumb trails were the most optimal wayfinding aid. However, both sound and markers shared the same characteristics as wayfinding aids. In addition, the respondents developed spatial memory with the help of unique landmarks and used other wayfinding strategies when the wayfinding aids were unavailable.

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  • 5.
    Váry, Boglárka
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Design research on engaging and educative museum experiences with the use of games within museum applications: A case study of a treasure hunt game within the Nationalmuseum’s application2021Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This paper discusses factors that affect engagement during a museum experience with a focus on applying gamification into a museum application. At the center of this paper, the educative and engaging purposes of a museum visit are situated and analyzed in the form of design research. Following the design thinking methodology, first a background study with relevant literature, theoretical framework, and related studies on existing museum experiences using games and mobile technology is presented. Moreover, in order to narrow down the perspective of the study a case study with an existing museum application is selected. As a result of this research, a prototype of a game within the Visitor Guide application of the Nationalmuseum of Sweden was created and tested in a showroom environment, in a museum exhibition. The aim of this study was to find out if a game within a museum application could engage the visitors while educating them. The findings create space for discussions about several topics, including different factors affecting engagement and how gamification can help to educate the museum visitors in a non-gamified environment.

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  • 6.
    Vikström, Emma
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Karlström, Rebecka
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Hur Habitica stödjer de psykologiska behoven autonomy, competence och connectedness för bibehållen motivation: En kvalitativ studie av den digitala uppgiftshanteraren Habitica, gamification och inre motivation2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The task manager Habitica was studied to explain 1) How Habitica motivates by satisfying the psychological needs identified by SDT and 2) Why users keep using Habitica. Based on theories of gamification, motivation and the theoretical framework METUX an interview study was conducted with 10 participants followed by a thematic analysis. Personalization, avatars, responsibility toward party members and different rewards were identified as motivating factors. However, some participants experienced the opposite with some of the factors mentioned. The motivating factors identified by the study could be connected to one or more psychological needs, based on the theoretical framework of the study. More research is necessary to determine if the findings apply to other settings outside of the context of the study.

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  • 7.
    Östling, Filippa
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Bagstevold Holmström, Gulli
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Samtyckesformulär möter mörka mönster: En studie om samtyckeshantering (CMP) i relation till användarupplevelse2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Today, Internet users encounter dark patterns every time they use the Internet, whether it is noticed by the user or goes unnoticed. In this essay, using the quantitative and qualitative methods survey and focus group, it is studied how young adults experience the dark pattern Privacy Zuckering in consent management platforms (CMP) on the Internet. The empirical data collected were analyzed using a thematic analysis and related to different approaches and theories in human-computer interaction (HCI) and interaction design. We have also studied what emotions, thoughts and behaviors consent management platforms, containing Privacy Zuckering, cause in young adults when shown and discussed on different interfaces. Young adults experience uncertainty about the technical aspects of the meaning of GDPR and the design of a CMP, as well as the handling of personal data on the Internet in relation to Privacy Zuckering.

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  • 8.
    Hellberg, Hanna
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Lidholm, Linnéa
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Aktivism på sociala medier: En kvalitativ analys av Facebooks funktioner och dess användning inom grupper för klimataktivism2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of the study is to analyze how Facebook's features and its interaction design are used within climate activism groups to contribute to more sustainable groups and long-term engagement. This is investigated using qualitative methods consisting of three semi-structured interviews and a survey with both qualitative and quantitative data. The interviews take place with administrators and moderators for pages and groups on Facebook. The survey is answered by members and followers of these pages and groups. The results show that there is a divided meaning of how to interact with a certain type of content and how it should be shared further, and which sender is the most reliable. The conclusion is that through the use of Facebook within climate activism groups, the networks can reach out in a very efficient way and contribute to an interesting debate about the climate, which also spreads to other platforms.

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    Hellberg_Lidholm_Kandidatuppsats
  • 9.
    Olofsson, Kristin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. 19krol@suni.se.
    Pa(w)ticipatory design – Designing mediated wearable interaction between an air-scent search dog and a human2019Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Designing for and with animals is common within Animal-Computer Interaction (ACI). However, studies involving animals within the design process has challenges due to verbal barriers, and an unclear methodology on how to both understand, and analyse animals in ACI. This paper explores how an air-scent search dog can participate in the design process from the beginning to end involved in various design methods with a Participatory design (PD) approach, to empower the relationship between human and dog with the help of wearable technology. The study explores the benefits and challenges of the involvement of other species than humans in the process of making a prototype. Furthermore, two types of tools with biting and pulling interactions attached to a vest were developed and tested on an air-scent search dog in two different environments. Due to the verbal barrier between dogs and humans, it was necessary to let the dog participate by testing physical prototypes. This study aims to empower this relationship between an air-scent search dog and its handler with the help of wearable technology. The results suggest that direct contact with the other species is crucial in the creation and iteration of prototypes regarding; weight, placement, and wearable technology. The results also showed that in the context of search training, or situated based action, it is crucial to test the prototypes in an environment that reflects a real scenario in a forest, which is a typical place for search training.

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    Pa(w)ticipatory design
  • 10.
    Eriksson, Sara
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    "Ska sökmotorn verkligen vara den viktigaste besökaren?": En kvalitativ intervjustudie om företags syn på samspelet mellan sökmotoroptimering och användbarhet på webbsidor2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The wide range of websites on the internet has resulted in an increased use of search engines to find information. Search engines allow internet users to quickly search, select and find answers to their questions. The digital development has also made website usability more important than ever for users to choose to interact with a certain website. As a corporate, actively working with search engine optimization of its website and at the same time maintaining a good website usability is crucial today to participate in the battle for users' attention. This study therefore delves into the interplay between search engine optimization and website usability from a business perspective. This study aims to seek answers on how corporate views the interplay between the two as well as what challenges they experience working with website usability in relation to search engine optimization. The survey is based on seven qualitative indepth interviews with corporates that deal with these aspects on their websites on a daily basis. The result shows that companies see the interplay between search engine optimization and website usability as a continuous balance between two perspectives, where they feel that they have to balance the user's needs and at the same time work to meet the crawlers' indexing strategies and algorithms. The central challenge is mainly linked to textual content and keywords and to make choices that benefit both their users and indexing at high positions in the search engines' result list.

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  • 11.
    Van den Poel, Malin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Gränssnittets makt: En studie av användares upplevelse av rapporteringsfunktionen på sociala medier2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Technology is increasingly becoming a natural part of our everyday lives, and in addition to this the research field of interaction design becomes increasingly more important. Design, usability and user experience shape how we now communicate with each other, which today mainly happen through social media. This puts social media platforms in a powerful position. Previous studies show how social media can be a user-controlled space for identity development, but also a place for suppression techniques and harassment, filtered through a user interface. In this essay, qualitative research methods are used to examine how power can be expressed in the process of reporting inappropriate content on social media, what the user experience can look like and what themes are present in the course of events. A thematic analysis with material from observations as well as in-depth interviews resulted in six different themes: feedback, recognition, reporting categorization, the user ́s will to be understood, the responsibility question and when something cannot be reported. These themes were then compared to theories about power and empowerment, user experience and the technology as a subject. This resulted in the notion that the power of a user interface can be expressed in many different ways, and that it is important to take the user experience into account during the design process.

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    Gränssnittets makt
  • 12.
    Ulenius, Magnus
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Navigating using 360° Panoramic Video: Design Challenges and Implications2017Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In recent years, technological developments have led to the emergence of 360°. Google Street Map has provided panoramic imagery for a number of years, where users can immerse themselves and pan around in scenarios and follow streets of their liking, familiarizing and navigating themselves with the location. However, this service supports neither video nor moving imagery. This paper explores the use of 360° panoramic videos as a navigation aid on two different platforms as well as consider more subjective perspectives from potential users. The study is conducted through a set of interviews and a focus group where the findings reveal a number of design challenges concerning the development of a navigational system based on 360° panoramic videos. Based on these findings, design challenges are presented and later summarized as three design recommendations; 1) Design for navigation in a panoramic scenery, 2) Support overview and traditional navigation, 3) Support custom tailored features and content. The studies also suggest that the use of a head-mounted display (HMD) increase the feeling of presence which is beneficial for navigational purposes however, the users in this study preferred the mobile device based on practicality. 

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  • 13.
    Olofsson, Kristin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    En förstudie kring en klickbar prototyp med fokus på balansen mellan användarnas behov och kundens krav: En kundportal som erbjuder städtjänster2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This pilot study investigates how one can balance a user-centrered workprocess against the business goals of the client. It investigates the challenges in creating a service providing portal by using the clients own information model but having the users in focus. With the help of four oral interviews and observations, data has been collected on how the client work with their users today. Using this understanding a prototype was created to test on two users, using Think Aloud-observations. The feedback from the tests were used to iterate the prototype further. The results showed the importance of doing it before the creation of an information model. With the help of a pilot study new innovative ideas can come up. The conclusion was that working after a user-centered method does not work if the client does not allow involvement of the users themselves. The pilot study shows the possibilities in involving users in the creation of a prototype to eliminate future problems in interaction design of a portal.

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  • 14.
    Höglund, Salomon
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    En studie i blått: En ombyggnation av startsidan för en idrottsorganisations webbplats2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The goal with this practical thesis was to develop a finished proposal of a new home page to a sport organization for its website built on WordPress. This has been achieved by analyzing the existing home page, as well as the home page of four external sports organization’s websites. The analysis resulted in a Low-Fidelity Wireframe showing the main flow of the new home page, as well as a hard coded High-Fidelity Prototype. It all resulted in a WordPress Child-theme to the existing Parent-theme for the sport organization’s website that was well adapted to the organization’s wishes and demands, and built with responsive web design in mind to meet the growing group of visitors on mobile devices.

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    Höglund, Salomon - En studie i blått
  • 15.
    Nyberg, Hampus
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Interaktionsdesign för SVT-Nyheter: Design av en nyhetsapplikation2016Independent thesis Basic level (university diploma), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The aim of this report is to convey the parts of the process of interaction design for a re-design of a news application. I have been part of the team assembled by SVT-interactive with the goal to create a new Android and iOS application due to a perceived sub-par experience on their current applications. This report will elaborate on the user studies and theories that has been undertaken in order to achieve a usable experience for the applications users. The goals and attributes of the project has been set by the development group themselves in collaboration and with regards to the stakeholders, both internal at SVT and external.

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  • 16.
    Glantz, Moa
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Att formge avatarer med hänsyn till anonymitet2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper describes the process of producing avatars for Jiddr. Today, social media surrounds the lives of youth, and communication via the Internet is an everyday occurrence for most people. Jiddr is an app that was created to give youths a platform for engaging with adults and other youths. It is a moderated forum which gives young people the opportunity to come i contact with adult role models who are knowledgable within various subject areas. On Jiddr, users are anonymous, and this is something I have placed much importance on during the design process. The relationship between critical design and interaction design has been central to this work, and I have created a concept as well as several avatars, which are presented in a prototype, based on previous studies that focus on anonymity. 

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  • 17.
    Sjödin Peterson, Veronica
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Prochownik, Natalia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    CMS och UX: tekniker för hur man utformar en god användarupplevelse2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpouse of this study is to find out how and if a Content Managment System (CMS) can benefit from applied User Experience Design (UX). A work project has been executed where a client wanted the students to create a user friendly CMS for adding content to a global hotel review site. A prototype of a CMS was created based on literature studies about UX and CMS. The prototype of the user friendly CMS was then tested through user tests and interviews with key users. After input from the key users the prototype was changed until the users were satisfied with it.

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    CMS och UX; tekniker för hur man utformar en god användarupplevelse.
  • 18.
    Sörling, Kristian
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    En contentbyrås webbplats: En rapport om utveckling och redesign av en contentbyrås webbplats med fokus på användbarhet2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This report describes the process that the development of OTWs new website has entailed. I have been working with creating a redesign of their existing website. The goal has been to create a website which present themselves in a good way and requires less editorial content, while complying with the conventions of the industry and the audience. When developing the site I adapt the design to the prevailing design principles and guidelines for usability so that the site will be as easy to use as possible. The development of the prototype has been taking place in the software program Axure RP. The result of the project is two fully interactive digital prototypes, one for mobile use and one for regular desktop use. It has also resulted in wireframes and design sketches.

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    fulltext
  • 19.
    Solbrand, Emilie
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Framtida utveckling och byte av teknisk plattform: Produktion av digitala läromedel ur ett förlagsperspektiv2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This project was performed from a publisher's perspective and explains Natur & Kultur's technical platform change for their digital learning materials. This project was a subproject and was divided into three phases: Phase 1: Pilot Study, Phase 2: Implementation and Phase 3: Analysis and evaluation. The project’s purpose was to provide a comprehensive view of how this change took place within the publisher’s practice, and to examine the target group's expectations of the new technical platform. The project aims to produce two titles in the production and publishing tool 3D Issue by autumn 2015. The methods used on this project were: interview and a summary of Natur & Kultur’s survey and a variety of participant observations. The result produced future development guidelines and production of digital learning materials from a publisher's perspective.

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    fulltext
  • 20.
    Dömstedt, Julia
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Sjöström, Klara
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Gruppis: utvecklingen av en mobilapplikation för informationsspridning mellan personal och vårdnadshavare2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    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. 

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    fulltext
  • 21.
    Zaar, Oskar
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Interaktionsdesign och UX under utvecklingen av ett pressinfosystem2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Jag har arbetat med framtagningen av ett nytt pressinfosystem till SVT. Framförallt har jag undersökt hur man kan gå till väga när man arbetar arbetarcentrerat med interaktionsdesign. Processen har gått igenom flera steg, från att identifiera användargrupper och följa deras väg över webbplatsen till att identifiera nyckelfunktioner och kritiska sidor. Därefter har en design för sidan tagits fram, testats och delvis implementerats. Processen har gjort att jag har fått en tydligare bild av några best practices och testmetoder samt en fördjupad förståelse för hur arbetet med att ta fram interaktiva produkter kan se ut.

  • 22.
    Lundgren, Johanna
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Konceptdesign utifrån ett människocentrerat designperspektiv: Konceptutveckling av en webbplats med användaren i fokus2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis describes the work process in creating a design concept for a website to a company in the graphics industry. It stems from a human-centered design perspective in creating the concept for the website. A big part of this work has been the preparatory work in creating a target group definition and develop strategies to create a concept. Proven methods in interaction design have been used with focus on prototyping. The result is presented in the form of a graphic profile and a visual design proposal of a website which has been based on user testing prototypes. This thesis discusse the importance of a human-centered design perspective when creating a concept of a website. By using a human-centered design perspective the user is kept in focus throughout the whole design process which also promotes the created products.

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    konceptdesign_utifran_ett_manniskocentrerat
  • 23.
    Olofsson, Kristin
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Karpinska, Justyna
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Leap Motion: En undersökning kring användarupplevelsen av handgester som styrningsverktyg för persondatorer2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This essay examines if gesture based interaction with Leap Motion leads to arm fatigue. It also examines the potential for development of the product. The purpose of the study is to examine specific hand gestures with Leap Motion and the development of guidelines for interaction designers. Using two interviews with people educated in ergonomics, we have been able to get information about computer use from an ergonomic perspective. User tests with eight participants have been conducted to examine the experience of the different hand gestures used when interacting with Leap Motion. All user testing was observed to gather additional information regarding the participants' user experience. The results show that hand gestures are not the only aspect which can lead to arm fatigue. The user experience is also affected by how the user is sitting, if the technology works properly, and if the hand gestures are understood. The results can be used as guidelines in future development of the applications for Leap Motion.

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    fulltext
  • 24.
    Bustos, Christian
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Nestlander, Jonas
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Marknadsförande koncept för Studiefrämjandets ledarutbildningar2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper focuses on the process of creating a selling concept and examines how toattract new participants after taking a step out of an organisations comfort zone. In this thesis work we have created a marketing concept for Studiefrämjandet’s leadership courses. The mission was to increase the interest for the course and the tool we have used to achive that is digital media. Along with a short film, we have also created a prototype for a website implement that is to work as an inspirational place for the course. This website implement has three objectives; To inspire, to motivate, and to exhort to action. The short film is the inspiration that creates interest among the visitors. The motivation is created thanks to short storys from former participants, and a calender creates an easy-to-use booking tool where users can apply for the course.

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    fulltext
  • 25.
    Klerks, Josephine
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Zetterman, Agnes
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Mevetenhet och förändringsvilja i vardagen: En studie om hur mobilapplikationer kan bidra till en mer hållbar livsstil2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Today smartphones and mobile applications are a part of our everyday life and information has become more accessible then ever before. The notion of sustainability was established in 1987 and is just as relevant now as then. Sustainable Interaction Design is still today a rather unexplored area, nonetheless important to examine. The purpose of this thesis is to study how mobile applications can help and encourage users toa more sustainable lifestyle. Further more we wanted to look into the awareness of people and their willingness to change their everyday life. By choosing two different mobile applications with a focus on environmental questions we have analyzed how users are allowed to be affected. The result is also based on one survey and one focus group. The resultis interpreted based on previous research by Jeffrey Bardzell and Shaowen Bardzell, Elina Eriksson and Daniel Pargman, Maria Normark and Jacob Tholander with theories around Critical Design, Vanilla Sustainability and Perfomative Design. Our conclusion is that mobile applications can help users to a more sustainable living. For users to be encouraged and affected we have defined som key factors. Pleasing aesthetics and structure are required, the information published should not be ambiguous, but clear and accurate, and the behaviour that is encouraged should benefit the user. In addition we have discovered a connection between awareness and the willingness to change.

    Download full text (pdf)
    fulltext
  • 26.
    Huber, Christine
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Tillit på webben: En rapport om arbetet med en webbaserad tjänst med målet att inge tillit hos användare2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This report present the work of the service Hästjuristen and the difficulties with designing and developing a website which induces credibility and trust. Hästjuristen is a completely new service that offers information about jurisprudence and the possibility of downloading contracts concerning horses. The goal has been to develop a fully functional service which is appealing, user friendly and confidence inspiring to make it easier for people to obtain correct contracts for their own needs.

    The work with the service has been based on three theoretical models for development of e-commerce. Interviews, personas, prototypes and users test have been parts of the working procedure.

    The result is a web based service which offers horse contracts for downloading, information regarding jurisprudence concerning horses and membership on the site. The website is fully responsive and coded using CSS, HTML, PHP and JavaScript.

    Download full text (pdf)
    Tillit på webben
  • 27.
    Selezneva, Nadia
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Juskova, Aleksandra
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Beacons & Internet of Things: A design concept for contect-aware mobile interaction with beacons2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Mobile technology is developing quickly and becomming a part of daily life and communication. Bluetooth Low Energy is presented as a new way of mobile interaction. However there are not enough studies in this field on the interaction between mobile devices and the physical world. In order to understand user needs, and to encourage users to interact, we simulated an interaction process through designing and testing a prototype in a specific indoor environment. Prototype effectiveness and main characteristics for future mobile application was evaluated through a qualitative user study with 20 participants who interacted with our prototype.

    Download full text (pdf)
    Beacons & Internet of Things
  • 28.
    Garnås, Amelie
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Duné, Linnéa
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Mönsteridentifikation på sociala medier: Hur påverkar de webbdesign?2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper studies design patterns. Existing, known pattern libraries have been used as a foundation for a new pattern template. Six new design patterns have been identified and created from social media with the help of pattern mining, these are: the like button, hashtag, share, comment, posting pictures and news feed. Furthermore, interviews have been conducted with seven respondents from different Stockholm based web design agencies to examine how these six identified design patterns have affected their web design. A central part of this study has also been to see if web design agencies even use design patterns when they are building a web site. After the interviews it is clear that the majority of web designers have not heard about design patterns the way this paper defines them. Web designers are working with inspiration from other web sites to help them find design solutions and they are also following trends in web development. Of the six design patterns from social media only three are regularly used, the like button, share and news feed.

    Download full text (pdf)
    fulltext
  • 29.
    Willner, Sara
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Collman, Clara
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Sociala normer i design: En multimodal webbplatsanalys av svt.se2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this essay we present a study of norms within interaction design. We have analyzied svt.se as an example of a news site with a public service duty. The essay aims so explore and highlight social norms and how they are embedded in the design. We also wanted to examine and evaluate methods and frameworks for studying websites as cultural expressions and carriers of social norms. To illustrate the purpose of the study, we have used guidelines for accessibility on web interfaces that SVT relate to in their website design. The study was based on a multimodal framework for analyzing websites and grounded theory. The study showed that svt.se provides an accessible interface that follows the guidelines the interface is said to relate to. We also saw a clear convention regarding how current events where depicted where both content and design interacted. The study also showed that the gender distribution on images on svt.se was even, but the images of non-white people and people with functional variants were less common.

    Download full text (pdf)
    fulltext
  • 30.
    Håkansson, Jesper
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Poikolainen Rosén, Anton
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Tinder: Från nätkontakt till närkontakt?: Hur utformningen och användandet av Tinder påverkat normer och beteenden avseende nätdejting bland unga vuxna2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This report aims to examine how the design and usage of the mobile dating application Tinder has affected behaviors and norms regarding online dating amongst young adults in Sweden. One main purpose is to examine how different interaction mechanisms in Tinder affects the view of online dating and potential partners. Additionally factors that differentiate Tinder from other online dating services will be examined. Furthermore social norms that are made visible through the usage of Tinder will be addressed. By creating an online survey it was possible to retrieve user experiences of Tinder usage and opinions about Tinder and online dating. Based on material from the survey three focus group interviews were conducted, which gathered different perspectives young adults had regarding online dating and Tinder. The conclusion will be presented by analyzing the data from the informants combined with theories such as User Experience, affordances, design qualities, self representation, gamification and market metaphors. Several mechanism associated with gamification were found in Tinder regarding design and user behavior. The Tinder users in general also seem to reproduce current gender norms in an otherwise neutral and minimalistic design. Furthermore market metaphors were found regarding online dating in Tinder. Additionally Tinder seems to target a new group of users in online dating, accordingly considered as ”laid-back” and equal to other social media. The connection to Facebook also contributes to an increased trust towards the self representation of Tinder users. Finally the swipe centered “yes-or-no-functionality” of Tinder seems to create a standard that will affect future dating services and User Experience. 

    Download full text (pdf)
    fulltext
  • 31.
    Lindholm, Sandra
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Widelund, Pernilla
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Att skapa en konceptdesign av en webbplats för ett evenemang: Att ta fram en design av en webbplats med en grafisk identitet ur ett marknadsperspektiv2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Internet and social media have opened up new possibilities for companies and organisations tocommunicate their brand. It only takes a few seconds to communicate the message of a website to theuser. This indicates the importance of having the intended message of the website communicated clearlyin order to give the user a correct impression of the company or the organisation. When it comes to theconcept design of a website, it’s important that all different parts is presented uniformly. This reportdescribes the process and the end product of a concept design for a food event. The concept designincludes interaction design, a graphic identity and digital strategies in a website that all togheter creates astartingpoint for the branding of the event. In the creation of the logotyp which is as part of the graphicidentity it was important to anticipate the needs of the users and the other stakeholders. An interviewstudy was conducted with a focus group of the purpose to investigate users' feelings and reactions basedon the first impressions of three different logo proposals. The investigation was fruitful and increased ourunderstanding about what the participants thought about the different logotypes and colour combinations.Along with a few corrections we reach a brand identity that could be effective in communicating themessage of the event. During the design process, we had regular weekly meetings with the client who alsoapproved the final logo, graphic identity as well as the digital strategies and functions of the website. Theresult shows that a careful preparatory phase is a necessity to establish the client's goals and vision as wellas our own early in the process. This helped us to keep the design work on a steady path through thewhole process as well as creating a unified concept design for the event.

    Download full text (pdf)
    fulltext
  • 32.
    Stenbacka, Erik
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Cubieo: Observations of Explorative User Behavior with an Abstract Tangible Interface2013Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Recent years have shown a broad spectra of tangible interfaces or TUI's, based upon interaction with music, but also other interfaces containing ubiquitous computing. This is an interesting field due to how engaging music can be and work as connector between people. But the field of human computer interaction has some explorational properties. This paper presents an idea of abstraction with a tangible interface for creating music. The idea behind abstraction of the interface is to engage the user(s) in exploring the artifact, rather than explaining the artifact to the user what can and cannot be done with the artifact.

    Download full text (pdf)
    Cubieo: Observations of Explorative User Behavior with an Abstract Tangible Interface
  • 33.
    Sebelius, Johan
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Edgren, Jakob
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Designriktlinjer för platsbaserade pushtjänster för direktmarknadsföring till smartphones: En explorativ studie med smartphoneanvändare2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    We live in a world were smartphones are becoming increasingly ubiquitous. As a result of increased network speeds the possibilities to easily access information have never been greater. The increase in smartphone use has also created an increase in opportunities to create a range of applications such as location based applications that make use of push services.

    In our study, we have researched “How location-based push services as a tool for direct marketing can be designed to meet smartphone users’ needs? “. Through a literary review, we have compiled and identified design themes from previous HCI and interaction design research. The review resulted in the five design themes, User control, Flexibility, Visibility, Privacy and Error Handling. We assessed the themes by creating a prototype that we tested with users. The result of the study is a set of design guidelines within four design themes for how location-based push services should be designed to meet smartphone users’ needs.

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    Sebelius & Edgren HT13
  • 34.
    Gunnarson, Karenina
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    En jämförande studie av två platshållare inom interaktionsdesign: Lorem ipsum vs Blokkfont Neue Regular2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Denna rapport redogör för användandet av två varianter av utfyllnadstext som används inom interaktionsdesign: lorem ipsum samt typsnittet Blokkfont Neue Regular. Syftet är att lyfta fram ett befintligt alternativ till lorem ipsum, redogöra för uppkomst samt användningsområden för dessa två. För att bäst illustrera exempel har jag valt att redovisa detta med wireframes som representerar en textintensiv digital miljö.

    Alternativet till lorem ipsum som jag valt att studera, är ett typsnitt som närmast kan liknas vid en markeringstext i form av enfärgade fält som motsvarar respektive bokstav och som tillsammans bildar en enhet. Dessa alternativ används istället för originalcopytexten av två anledningar: antingen för att originalcopytexten saknas, alternativt för att den anses distrahera testpersonen att fokusera på textens innehåll framför för interaktion.

    I denna rapport kommer jag presentera uppkomst och användande av lorem ipsumtext och typsnittet Blokkfont Neue Regular, och med hjälp av litteraturstudier och stilprover bidra till en större förståelse kring vilken roll dessa platshållare spelar trots att de gör sitt bästa för att inte synas.

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    PEA_Rapport_Gunnarson_Karenina
  • 35.
    Balan, Elena
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Integrating community values in the design of a mobile application for parkour practitioners2013Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The paper elaborates on the way in which groups understand parkour at a value-based level and the influence that this mentality has on the development of a mobile application. A special attention is given to the conflict which emerges between the parkour practitioners that want to make sure that the activity keeps its structure intact and the fact that the mere introduction of a mobile application will bring changes in the way that parkour trainings take place for the practitioners. The development of a mobile application is mainly done with the purpose of supporting and reinvigorating the practice, but this can also modify its structure. It is the fear for this modification of the activity’s structure that makes parkour practitioners be very critical and reject designs that do not perfectly conform to the standards that they use when defining the activity. The small sizes of the groups makes them especially vulnerable to influences and keeping the original values of parkour intact becomes a priority for them when accepting the involvement of mobile technology in their trainings.

    Conclusions are developed from the research deployed with the purpose of bringing design improvements for the Traveur mobile application targeted towards parkour practitioners. The research includes a wide variety of techniques organized in different steps and layered on different levels of interest. The conflict between keeping parkour values intact and designing for the parkour community came up during the process of gaining knowledge on the phenomenon and finding a design which complies with standards of a commercial launch.

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    Integrating community values in the design of a mobile application for parkour practitioners
  • 36.
    Karlström, Max
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Kan mobila webbsidor fungera intuitivt som en mobil applikation?: En rapport om hur man bygger och optimerar en mobil webbsida som en mobil applikation2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Denna rapport kommer att behandla processen i skapandet av RADA som är en applikation där användare kan dela idéer. RADA är ett uppdrag av Acne Digital som jag har tillägnat 3 månaders praktik. Målet med RADA är att medarbetarna som jobbar på Acne Digital ska på en snabbt och interaktivt sätt kunna dela idéer och bilder. Rapporten beskriver hur arbetet gick till från koncept, design och utveckling till en färdig slutprodukt. Jag kommer att undersöka skillnaderna mellan olika tillvägagångssätt när det gäller utveckling och design för webbaserade applikationer och så kallade native applikationer, som släpps på App Store eller Google play. Jag kommer även att ta upp och undersöka vilka metodval som är bäst lämpade för olika utvecklingssituationer när det gäller utvecklingspaketet Phonegap och dess för- och nackdelar.

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    Kan mobila webbsidor fungera som en mobil applikation? - Praktiskt examensarbete - It, Medier och Design
  • 37.
    Alexandersson, Viktor
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Faber, Adrian
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Kritisk design i en digital videoproduktion: En explorativ studie i praktisk tillämpning av kritisk design2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Critical design is a research- and innovationarea under development. The critical design theory has been used in many design-related areas and intends to get consumers to become more critical when it comes to how their everyday lives are controlled by different beliefs, values, ideologies and behavioral patterns that are incorporated into design (Dunne & Raby, 2001). Since critical design is a theory that seeks to transform in practice the challenge today lies in creating practical examples that show how it can be done, which is a necessity for the theory to develop (Bardzell et al., 2012). This study intends to be method developing by creating a set of tools based on selected parts (theoretical methods and perspectives) from critical design. The goal of these tools are to function as an instrument enabling practical implementation of critical design in a design/production process. In this study we have tested our tools in a specific productionprocess of a music video to explore how to apply critical design practically. In doing so we used design-oriented research methods, in particular Daniel Fällmans triangelmodel for interactiondesign and design research (2008). By bringing together critical design perspectives and video production purposes, this study hopes to make a contribution to the method fulfilling work of bridging the existing gap between theory and practice in critical design. 

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    Kritisk design i en digital videoproduktion
  • 38.
    Hermansson, Cecilia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Re-design av Rättviseförmedlingens webbsida: hur utvecklar man en webbsida med hänsyn till olika intressenter och deras behov?2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This report presents the redesign of the online-based non-governmental organization Equalisters’ (Rättviseförmedlingen in Swedish) website. It aims to achieve an understanding of how you take into account the user and other stakeholders and their interests when developing a website. The focus was on redesigning an existing website and prioritize the different stakeholders’ needs. A survey aimed at finding the user’s reason for visiting the website, meetings with the client and a theoretical framework was used as basis for the specification of the requirements. The solution included simplified navigation and a content slider, to enable more content to be displayed on the start page. Two new functions were also implemented to generate new income to the organization.

    Download full text (pdf)
    fulltext
  • 39.
    Weman, Sarah Jane
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Klingzell, Linus
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Re-design på uppdrag av Spotify: Framtagning av designförslag för ny visningsvy för internprogram baserat på kontextuella intervjuer2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Spotify is a music service that offers on-demand streaming and is available in several countries worldwide. As the company and the interest for it grows, more and more parties are involved and those involved, including the record labels want to control and get an overview of their products. They want to be able to see, for example, when a product is available on Spotify and in which countries.

    Spotify is in May 2013 in process of developing a to be used by administrators on Spotify in order to meet the record labels with the information requested. The new software intends being used by administrators but also by the record labels so that they will be able to overview their products availability.

    We were asked by one of the developers to conduct user interviews and tests to result in a design proposal on how the display page of information about a product could be visualized more clearly so that it suits both record labels and employees at Spotify. The results of our contextual interviews were translated into a prototype with two display pages. One of them in list format to satisfy administrators and their work and a the other one in shape of a map primarily intended to accommodate the record labels. We made use of contextual design and its working models and interviewing techniques and worked iteratively with several prototype testing.

    Download full text (pdf)
    Weman_Klingzell_rapport_exjobb_VT2013
  • 40.
    Tjörnebro, Anna
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Systemutveckling av Trouble Report: Hur väljer och prioriterar man tekniska funktioner i vidareutveckling av ett etablerat system?2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    As part of an internship at Ericsson, this report was written to enhance the understanding of how it is to develop a system that is well established at the workplace. To improve an already existing system is not always as easy as many developers may think. In this report the pros and cons of developing an already existing system has been researched and analyzed. Do note that the results are only from one development of a specific system and that comparison of other developments has been made from other reports and not from experiencing it firsthand. It was found that the choices made can have an impact on further developing and it is important to write down what has been done. Writing down why you choose to do something may help you further down the process why you did what you did.

    Download full text (pdf)
    Fulltext
  • 41.
    Westford, Robert
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Välj, kontrollera och dela:: en sekundär skärmupplevelse2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis has been about developing a second screen layer for the company Headwebs movie rental service. This report shows how three second screen features can be applied in a video on demand service. The three functions that was applied was as a user to be able through its second screen choose which device you want to see the movie, control the movie's playback controls and select small movie clips from the movie and share them in social media.

    The result was a lo-fi prototype that shows how the functions can apply to Headweb iPadservice and lists the advantages and disadvantages of the various functions.

    Download full text (pdf)
    fulltext
  • 42.
    Lange, Josefin
    Södertörn University, School of Communication, Media and it.
    Digitala publikationer: Nästa steg i tidningens utveckling2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This report describes how today's technological processes look like in the production of applications for interactive publications. An interactive publication is a digitally created magazine with an extra layer of information that you can interact with. Examples of interactivity is slideshows and video and data streams in real time that are displayed directly in the magazine.

    The report focuses on what it is that adds value to a digital interactive publication, and what functions which may provide cause to this. Through a comparative analysis of digital publications and the newspapers, four designaspects have been developed as an basis for how the interactive elements should be handled in the production of digital publications. 

    A prototype of an interactive publication was developed to show how the designaspects can be applied and to show how information can be presented in a more interactive way.

    Download full text (pdf)
    Digitala_publikationer-Nasta_steg_i_tidningens_utveckling
  • 43.
    Kylberg, Linda
    Södertörn University, School of Communication, Media and it.
    EkoReko: Hur en digital tjänst får användarna att leva mer miljövänligt2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study was to follow a research-oriented design process and to develop a design draft for a digital service that supports users to make more environmentally conscious choises in their everyday life. By following an interaction design process from start to final delivery, the study aims at creating a broad understanding of the process. Therefore, many userrelated activities were implemented in the study: eg. personas, scenarios, sketching and user testing. The project resulted in digital wireframes for an iPhone application using embedded GPS to identify and locate environmentally friendly businesses. Part of the result of this project, as described in this essay, is an understanding of how a research-oriented and user centered design process can be carried out.

    Download full text (pdf)
    fulltext
  • 44.
    Kodzaga, Amna
    et al.
    Södertörn University, School of Communication, Media and it.
    Alba, Smitterberg
    Södertörn University, School of Communication, Media and it.
    Interaktionsdesign med papper och penna2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Publit is a small company with big ambitions. After only four years in the market services now amajority of the largest Swedish publishing houses (and a number of micro-publishers) with e-bookservices and print-on-demand.The user gets Publit’s services through a web application that has three views; analysis, economics,and directory. The latter holds a debenture issue of physical and electronic books and lets the userdo everything from scanning a physical book or convert a PDF to e-book, to publish their books in aseries of channels and choose prices and business models.Publit’s catalogue view has a number of limitations. It has been our task to fully understand andidentify them. The process has been conducted in the form of iterative sketching combined withdesign-criticism meetings.The result can be seen from two perspectives. For our own part, it consists of a large number ofsketches that illustrate our process. For Publit’s part is the end result of a few relatively completedesign solutions, rather than sketches. These will largely serve as a model in efforts to develop thenext generation of Publit’s catalouge view, work that is expected to begin in autumn 2012 and willprobably last at least a year.Keywords:

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    fulltext
  • 45.
    Hedberg, Stina
    et al.
    Södertörn University, School of Communication, Media and it.
    Larsson Åkerman, Matilda
    Södertörn University, School of Communication, Media and it.
    Stenqvist, Madelene
    Södertörn University, School of Communication, Media and it.
    På ytan av interaktionsdesign: En undersökning om hur designen på en Microsoft Surface SUR40 applikation kan förbättras för flera användare2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this thesis is to examine and analyze how to improve the design of a Microsoft Surface SUR40 application. The application in focus was an interactive product browser developed by the company Spree, our external client. Spree is a multi-touch software provider, established in September 2010 and they expressed a need for suggestions for how to improve this application. Our work aimed at revealing how to make the application more suitable for several users and make it easier for them to interact simultaneously on the surface. From a qualitative standpoint we have examined how 17 users experienced the application. We had two workshops where we divided the participants into four groups. The work resulted in this document that describes the most important opinions that came up during our usability tests. We chose to relate the participants' opinions to theories of affordance, participatory design, usability and emotional design. Our results show that the application had features that in some cases were difficult for participants to understand. It was also found that the use and understanding of the application depends on the user's previous technical skills. Through this we have developed proposals on how the application can be improved, thereby making it easier for users to interact with the application and Microsoft Surface SUR40 in groups.

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    På ytan av interaktionsdesign
  • 46.
    Karlsson, Victor
    Södertörn University, School of Communication, Media and it.
    Skapa webbdesign för en kommunikationsbyrå2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    JG Communication som är en av Sveriges störta kommunikationsbyråer kom till en insikt att företagets webbplats inte listas tillräckligt högt upp när användare gör sökningar på relevanta sökord genom Googles sökmotor. Detta resulterar i få unika besökare varje vecka vilket i slutändan också gör att det etableras låg kundkontakt genom webbplatsen. Företaget tyckte att åtgärder behövde vidtas för att försöka komma till rätta med detta problem. Ett projekt startades upp för att uppdatera, sökmotorsoptimera och för att försöka få en mera leads genom sin externa webbplats. Min roll i detta projekt har varit att skapa design och layout för webbsidor till JG Communication. Denna rapport dokumenterar och redogör för hur arbetet kan gå till när ett arbete av denna karaktär utförs. Dokumentationen går igenom relevant litteratur, genomförandet av designarbetet och vad arbetet resulterade i.

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    fulltext
  • 47.
    Engström, Frida
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Stress, kreativitet och problemlösning: En kvalitativ studie i hur vi löser problem under stress och vad detta kan innebära för designprocessen2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Problem solving is a big part of design, however a lot of emphasis is put on creativity in research related to the effects of stress. Research has shown that the amount of stress we feel affects idea generation. Stress may also affect the ability to solve problems, however the researchers don’t seem to agree about what the effect of stress actually does.

    The study was made through experimental sessions where the respondents were asked to solve 4 matchstick puzzles of similar difficulty. Depending on their outcome they experienced more or less stress. They all experienced greater amounts of stress in the puzzles that took them longer times to figure out. Along with the experimental sessions, I also interviewed the respondents about their personal relationship with problem solving in their daily and professional life. I found that problem solving is intertwined and compounded with creativity through both problem solving being a part of the creative process, and problem solving needing the creative elements to generate ideas for solutions. But more than anything the study showed that problem solving in fact could be a stress trigger. 

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    fulltext
  • 48.
    Cederberg, Jessica
    et al.
    Södertörn University, School of Communication, Media and it.
    Sjöström, Josefin
    Södertörn University, School of Communication, Media and it.
    Uppgångsappen: En rapport om utvecklingen av en mobilapplikation2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Denna rapport redovisar för utvecklingen av mobilapplikationen Uppgångsappen. Applikationen, som har utvecklats för iPhone, skapades för att kunna ges ut av företaget Approdites AB. För utvecklingen har Apples riktlinjer följts både för design och programmering, och fokus har legat på att utveckla en applikation som uppfyller Apples krav för att bli godkänd i AppStore. Programmeringsspråket Objective-­C har använts tillsammans med utvecklingsmiljön xCode. Designbeslut har grundats på designprinciper och målet har framförallt varit att utveckla en applikation som ska vara lätt att använda och ha en estetiskt tilltalande grafisk design. Resultatet av denna rapport blev en färdig mobilapplikation som var förberedd för lansering i AppStore.

    Download full text (pdf)
    fulltext
  • 49.
    Flyckt, Magnus
    et al.
    Södertörn University, School of Communication, Media and it.
    Stenbacka, Erik
    Södertörn University, School of Communication, Media and it.
    Vinylskivor på webben: en ny webbshop2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This exam work has been done for an external client, Snickars Records a record shop specialized in vinyl records with a niches in dance music. The shop is located at Heleneborgsgatan 5A södermalm, Stockholm. The client was in a big need for a new webshop due to the old one was missing a lot of functionality. The project resulted in an almost complete product that’s ready to be implemented and was built after the specifications that was set together with our client. This report describes from start to finish and how we have proceeded in the execution of the project.

    Download full text (pdf)
    Vinylskivor på webben - en ny webbshop
  • 50.
    Kylberg, Linda
    et al.
    Södertörn University, School of Communication, Media and it.
    Hedberg, Stina
    Södertörn University, School of Communication, Media and it.
    Den optimala bloggen: En kvalitativ studie om bloggläsares attityder och idéer kring bloggdesign2011Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study is to examine which aspects of blogs and blog design that are important to blog readers but also to find new ideas for blog design. From a qualitative standpoint we have examined how seven users experience that blogs design, structure and functionalities affects the general experience of the blog. The study also examines how the users wish to interact with a blog. During two design workshops we let seven active blog readers imagine and sketch out the design and functionalities they would like in a blog. We put this in relation to theories about the anatomy of blogs, methods of design, social navigation and virtual communities.

    The major finding is that the aspects most important to blog readers are navigation, structure and social interaction. Based on these aspects we discuss more closely the ideas our subjects had about what the blog of their dreams would look like.

    Download full text (pdf)
    Den optimala bloggen
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