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  • 1.
    Taffazoli, Hosein
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Tiedemann, Thomas
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Confined and Condemned: The Impact a Restricted User Interface Has on the Player Experience in Survival Horror Games2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this study, we will explore how a restricted user interface affects the player experience in survival horror games. To test this, we created a digital survival horror game. The restricted user interface in the prototype resides in the player controller who has access to five different user interface elements. These elements are health, revolver, flashlight, compass and a watch. The results showed that the restriction and making the user interface diegetic did affect the player experience. This was presented through dividing the participant's experiences with the prototype in four categories: Challenge, Analytical, Safety and Control. Participant’s enjoyed the added challenge from the restricted user interface which also helped promote the horror experience. As a drawback, a restricted user interface resulted in participants having a harder time learning the game and understanding certain game mechanics and elements.

  • 2.
    Bergström, Emma
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Den mobilanpassade jobbrekryteringsprocessen: En kvalitativ undersökning om två intressentgruppers användarupplevelse av tjänsten Uptrail2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study aims to examine two user groups experience and usage of the mobile job advertising service Uptrail. The two groups that are the focus of this work are the companies that use the service for job recruitment and job-seekers that have applied for work through Uptrail. In which context job-seekers apply for work through the service and why is also examined in this study. This is to give an understanding of how the mobile interface might influence users behaviour during the job recruitment process. The study is based on a qualitative research method where individual in-depth interviews with representatives from the different groups are used for gathering data. Also a shorter observation has been applied during the interviews with the job seekers. Collected data were then analyzed through an inductive interpretation method and combined with previous research and theories regarding mobile usage, context, digital recruitment (e-recruitment) and user experience (UX).

    The result of the study implies that Uptrail has impacted the motives behind job advertising by affecting the user experience of the recruitment process. Job applicants experienced that the mobile format and the process of the service changed their habits on applying for work through digital application. In line with previous research results from this study also suggest that the usage of mobile services largely takes place in “home like” environments. This is explained as a consequence of existing attitudes and thoughts regarding the job search process. 

  • 3.
    Drasler, Polona
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Presence in Absence: Personalization of Tangible Intimate Objects for Long-distance Relationships2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This paper presents a new way of thinking about designing personalized artefacts for dyads (a group of two people) in long-distance relationships, whether they are family members, close friends or romantic couples.

    In this paper I am presenting the idea of a playful, yet useful tangible design for people who are often not able to see their loved ones in person. I strive to ideate a highly personalized and meaningful design through a Do It Yourself (DIY) activity for users, which will give them a chance to personalize the product according to their own needs. For this research, littleBits electronics have been used as a prototyping and DIY material. They allow you to create and connect two devices together and use them for different purposes. User testing with two close friends who live in different countries has been conducted. They received three different half-way done prototypes that they could choose from to build. The results showed that the idea of DIY artefact for presence in absence is worth researching, since the activity creates a meaningful shared experience which adds a bigger value to the device. 

  • 4.
    Ulenius, Magnus
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Att utforma en webbplats med hjälp av Visual Composer och Materialize: Smidiga verktyg eller blir kombinationen en designfälla?2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Page builders are becoming an increasingly popular tool in web development and are plugins for WordPress. Today they are used by both freelance designers and web agencies who want to increase their cost-effectiveness, but also by those who have no experience at all in web development. The purpose of this type of plugins is to provide the user with the tools needed to graphically create a web page. This practical thesis looks at the limitations Visual Composer cause in combination with Material Design principles and the framework Materialize. The thesis shows that Visual Composer can be a good tool for rapid prototyping and for projects with fewer requirements and design regulations and if the limited potential of Visual Composer is also seen as a design principle early on in development. 

  • 5.
    Franzén, Johanna
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Att öka användbarheten på en webbplats: Utvärdering och test av ett makeup-företags webbplats i anpassning till deras målgrupp med tänkbara förbättringsförslag2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Viva la Diva is a Swedish makeup-brand that has recently launched their new website. This website has not been tested with their end-users or target users. By using a heuristic evaluation and 12 Think aloud-tests several user problems have been discovered where the design needs improvements. Later in the article I present some suggestions on how to improve the user experience on the website, as well as fix the problems that I found during the evaluation and Think aloud-tests. I also provide Viva la Diva with a design suggestion for one of their pages that is not completely finished in the design. This work provides insights on how to use a heuristic evaluation and Think aloud-tests to discover usability problems on websites. 

  • 6.
    Ahlgren Andersson, Ellen
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Enecker, Maria
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Design Thinking och Fyrstegaren: En jämförande studie om två människocentrerade designprocesser2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Design Thinking is a prototype-driven, solution-based and human-centered innovation approach and design process that has been receiving a growing amount of attention in both the industry and research during the last decade. In this paper we intend to evaluate Design Thinking in relation to the in-house design process of the digital transformation agency Mogul AB. Their process, called the Four Step Model, was developed by the design team as a result of years of experience and evaluation of best-practice. The aim of our study is to compare Design Thinking’s initial phases Empathize and Define to the corresponding strategy phase in the Four Step Model. Using this comparison we aim to evaluate in what way Design Thinking could be integrated in the Mogul’s Four Step Model in order to obtain a more human-centered process and result. This study is based on a) research on Design Thinking and human-centered design processes b) interviews with representatives from Mogul's design team, and c) documentation from our own work process, producing a recruitment site for Mogul, where we used Design thinking as our working method. Our study shows that Mogul's design process would benefit from integrating a number of tools and mindsets from Design Thinking. Our key findings suggest that the Four Step Model should be more iterative and include the end user in an extended degree during the whole design process, and especially during the initial stages of the process. The Four Step Model would also benefit from more tangible tools for obtaining a deeper understanding of the end user’s needs. By embracing these mindsets from Design Thinking, the Four Step Model could become more useful, efficient and human-centered.

  • 7.
    Rejhagen, Amanda
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Karaoghlanian, Isabella
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Designriktlinjer för en bättre användarupplevelse av notifikationer: En studie om notifikationsdesign och användare2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Notifications are known to effectively improve the access to information and draw the users attention. Social media seems to be a popular domain for mobile users. The users seem to receive a lot of different notifications of social media. This is the reason why the data gathering source of this study is Instagram. The user experiences related to notifications are divided, as some people experience them as stressful and others seem to experience them as affirmative. The user experience depends on the context, content and what the notifications are triggered from. This study is done to identify the problems with the notification design. As a result, the study showed that the most common problems concern how the notification are shown to the users and its content. Suggestions of guidelines are created for future designers to improve the user experience of notifications.

  • 8.
    Saleh, Avan
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Dogan, Roni
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Digitalisering ― På gott och ont?: En kvalitativ studie om äldres användarupplevelser på webben2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Society today is becoming increasingly digitalised. This has led to several daily routines that used to be handled either via telephone or face to face, are nowadays being handled via the internet. Important actors in society such as authorities but also companies open their web-sites at the internet, thereby enabling more options for people to interact with them, however the elderly group (+65 years) of users is not being included in the digitalization due to various reasons. The purpose of this study is to explore whether differences in user experience can be found within the elderly group and why. Furthermore, the purpose is to contribute with more material for future development of relevant interfaces. Initially, a group of seniors answered our surveys. Thereafter, the study deepened by doing interviews and observations of seniors when interacting with an online booking system. The result presents a number of factors such as previous experiences but also age related factors that affects the informants’ interaction with the interface.

  • 9.
    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.

  • 10.
    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.

  • 11.
    Lindström, Johanna
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Nilsson, Marie
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Från att drömma till att minnas i digitala kanaler: En kvalitativ fallstudie om digitala strategier, informationsbehov och värdeskapande vid internationell turism i Stockholms skärgård2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper examines international tourists information needs before, during and after a visit in the Stockholm archipelago, where the case of analys is based on the collaborative project Stockholm Archipelago. The purpose is to gain a better understanding for the information needs in relation to Stockholm Archipelagos strategies towards digital information that creates value-in-use for the tourist experience in the Stockholm archipelago. The study is based on interviews with international tourists and people within the project Stockholm Archipelago. The study takes a service management-perspective; outside-in to understand customers' needs for information before, during and after a visit to the archipelago. The survey shows that tourists' information needs are the same and that Stockholm Archipelagos digital services supports the needs, but how the tourists want to receive information differs. This is because value-in-use is primarily created through digital channels with user-generated content that is more individualized. 

  • 12.
    Bustos, Christian
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Implementing implicit interaction in interactive film2016Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this paper, an user study will be taken on in order to explore how different types of interaction affect the levels of immersion and experience within interactive film. The two different types of interaction that will be compared in this study are implicit interaction, and explicit interaction.

    The format of interactive film has not experienced too many changes the last years, and the user could experience a loss of immersion when using the format as it is shaped today. Usually, interactive films interrupt the flow of the narrative in order to give the user the time to make a choice. This makes the immersion get lost, and in some way, even part of the experience. In this paper, implicit interaction will be implemented within interactive film, and it will be tested by several participants from different disciplines.

    One hypothesis is that the users are more immersed in the narrative when trying out implicit interaction in an interactive film. The results of this paper could be useful for the community of computer entertainment, but also for the field of interaction design since this paper could reveal how users experience implicit interaction and how designers should approach to this type of interaction. 

  • 13.
    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.

  • 14.
    Engskär, Camilla
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Vacari, Marina
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    "Jag kände igen mig på platser och det gav mig en starkare upplevelse": En studie om verklighetsbaserade spels påverkan på turism2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Game industry is increasing and developing its possibilities by creating new trends, making it more attractive for users and offering way more than just a spending-time activity. 

    This bachelor thesis presents a brief study about games which are designed and based on real geographical places. This study argues the question about playing games created after real cities and if this can attract gamers to the real destination which a particular game is based on. The aim of this paper is to see if there is a link between tourism and game industry. The methods used for this study are qualitative, in form of interviews, as well as quantitative. The quantitative study is performed with a survey answered by players, and what effect that has on the user experience, both in the game, but also in visiting real destinations. To find out this particular issue, questions about user experience were asked in aim to find out what provokes the desire to visit the physical location. By analyzing collected data, it has come to a conclusion that players are positively affected by the fact that the game they are playing is based on real geographical places. 

    This conclusion is based on players answers which are reflected by the fact that game felt more real, but also that players took different decision for visiting places during their stay at the destination, which they probably would not do if they did not play those particular games. 

  • 15.
    Poikolainen Rosén, Anton
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Tidningen Maskinentreprenören blir digital: En möjlighet till normkreativt tänkande i en digitaliseringsprocess2016Independent thesis Basic level (university diploma), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This report describes a practical exam work on creating a new website for the printed magazine Maskinentreprenören. The project resulted in detailed sketches for an online magazine designed for desktop, tablet and mobile. Theoretical frame work in the project are the concepts of usability, User Experience, design principles, theories of multi-channel publishing and norm critical design. A Design Thinking process has been applied during the project, where methods such as survey, interview, user test and personas were used to create an understanding of the users and the service to be developed. These methods have also been linked to a ”norm creative” practice. The purpose of this has been to understand the current users, but also understand the potential users that previously might have been excluded.

  • 16.
    Larsson, Mikaela
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Utvecklingen av webbdesign för Aller Medias recepttjänst Stowe: Från research till färdig design2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study is to explore how good User Experience (UX) in web design leads to increased possibilities for conversion rate. By using specific design elements and applying them with a UX perspective on the web design for Aller Media's new recipe site Stowe, high conversion rates would be expected. As a member of the Stowe project group, I have developed different sketches. Theoretical basis for this has been literature with a focus on conversion optimization, UX and web design. Based on that, I have created the design for several web pages of the Stowe site using the graphic design software Sketch. Accordingly, my part was to decide how different design elements could be used to improve the possibilities of high conversion and offer good UX, and also how this could be implemented into factual design. In so doing I have followed the process of web design from beginning to end. The result of this was an in detail sketch of Stowe's landing page, an onboarding flow and sketches of several different Stowe pages, some of which were a collection page and a recipe page.

  • 17.
    Botani, Rania
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    ARt Gallery – Onlineportfolio med webbutik och app: Hur en webbutik med tillhörande app kan sälja in konst med hjälp av Augmented Reality2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study concerns how to create a useful and reliable web shop and web portfolio for an artist or photographer. The idea is to promote their artworks with an app using Augmented Reality by showing how it looks on the wall by using a smartphone camera. The study's focus is on usability and design for webshops with high security to boost customer confidence and interaction, with an appealing user experience as well as to promote the art. After studying usability, customer centered web design, design theories for development of interactive systems, sketches for the webshop and a prototype for the app was developed. The prototype was usability tested during semi-structured interviews. Once the answers from the interview were collected, the data was analyzed. Based on the analysis the conclusion was drawn in how the app should be designed to achieve usability and appealing user experience, through interaction, inspire and promote the artworks found in the web shop.

  • 18.
    Norström, Karolina
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    C2-monitor: en rapport om utvecklingen av ett mobilt gränssnitt2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This report presents the development process of a mobile interface for the C2-monitor. A monitoring tool used to support the operations for the broadcasting services of Ericsson Broadcasting and Media Services (EBMS). With the support of the C2-monitor, operators can monitor hundreds of channels and services produced from EBMS. To enhance a more flexible working environment, the C2-monitor needs to be developed further to support mobile devices with a customized design to take advantage of mobile phones features and functionality. Established and well-recognized design methods and principles have been applied in the development process and user testing have been made iteratively throughout the project. The goal for the project has been to fulfil the user’s needs and preferences for the mobile interface, in order to assure a useful product for the end user. The result of this study is a recommendation and design proposal for a mobile interface of C2-moniter that can be used for further development.

  • 19.
    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.

  • 20.
    Andersson, Viktor
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Från fixed till responsiv: Responsiv design av en statisk webbplats2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This report explains the approach for the making of a responsive design to the website Projects & Staff, a website that previously had a fixed design. The project consists of two parts, hi-fi prototypes created in Adobe Illustrator and Adobe Photoshop as well as a complete mobile version of the website, created with CSS3. During the project I have designed for user experience and usability, two areas that are important to responsive web design. I have conducted a feasibility study in the form of a website analysis, made a PACT analysis and user interviews. This to define the needs that existed for a responsive design, and to get a clear picture of the users and their habits. The goal has been a responsive web design represented well on different devices, especially smartphones, a goal that I have done well with achieving.

  • 21.
    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.

  • 22.
    Nykvist, Marilde
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Musikstreamingtjänster: En studie av musikstreamingtjänsters funktioner i förhållande till webbutvecklingen och användarens efterfrågan2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    New technological advancements have resulted in a shift of medium. Music interaction has moved from physical media such as CDs and MP3-players to digital music services on the Internet. Vast catalogues of music is today available from any device with Internet access for either a monthly cost or even in some cases for free. Even though many users subscribe for the music they consume the music industry still experience an uncertain economy. New interaction opportunities and new design principles have derived from the new medium. According to users some functions are more important than others, some functions are even missing. Which are these? Are the users’ needs equivalent to the web development and the current supply of function the services offer? With vast consumption and immense establishment together with the tie in economic factors and technological development music streaming services is a given media technological phenomenon. This study’s purpose is to analyze three important components in the case of music streaming services: the supply, the user’s perspective and the position according to the web development. In order to increase the understanding of these parts this study has completed an inventory of current supply of functions in seven music streaming services and a questionnaire to conclude the user’s perspective. The study uses the theory of Web 1.0, Web 2.0 and Web 3.0 to examine current position of the services in web development. Possibly in this way the study might discover strengths and weaknesses in the supply of the music streaming services and thereupon contribute to suggestion of improvement and functions. Functions which might help the development of music streaming services and increase more paying consumers.

    This study show that the current supply of functions music streaming services offer is in general equivalent to the users’ need. However, the users don’t value social functions as an important part in music streaming services. They value a great catalogue of songs and great accessibility with commercial free use. The supply of functions doesn’t differ a lot from service to service. Spotify is the leading services both in quantity of functions and in number of users. Regarding the position of functions most functions is placed within Web 2.0. Thus, the user show an indication of the importance of accessibility which suit the vision of the ubiquitous and pervasive webb of Web 3.0. Even though the theory of Web 2.0 was coined 15 years ago the interactive music web service is mostly a product of Web 2.0. Despite of the satisfaction in supply, in terms of sustainability, it might always be a value to continue to examine the user’s need, the industry’s demands and the technological development to reach the highest form of contentment from all parts. 

  • 23.
    Raattamaa, Lena
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Ghazali, Mirna
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Navigationskonceptet DSI:s påverkan på användarupplevelsen: En studie av en elektronisk turistbroschyr2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    A tourist brochure is a familiar product that tourists collect information from. But how do users experience the interaction with an unfamiliar navigation concept we call DSI in the context of seeking tourist information and what impact does DSI have on the user experience (UX)? We conducted a study of ten respondents. The study includes an observation in which the respondents had to interact with the application we created with the navigation concept DSI, and perform a number of tasks. They also performed a number of tasks on a PDF with the same content but with a different structure. Afterwards we performed the method Product Reaction Cards and lastly an interview. We concluded that it takes time to learn something unfamiliar as DSI but when the respondents have learned the concept it turned out to have a positive impact on the user experience and the majority considered it useful in the context of seeking tourist information.

  • 24.
    Boustedt, Jeanette
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Larsson, Felicia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Netflix ur ett användarperspektiv: En kvalitativ studie om Binge Watching, tittarvanor och teknikens betydelse2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Purpose: The study aims to gain a deeper understanding of how the users viewing habits are influenced by Netflix design and technology, and whether they encourage the user to Binge Watching.

    Theory: The study mainly uses the theory and research by Sidneyeve Matrix (2014) on the technical phenomenon Binge Watching from the article “The Netflix Effect: Teens, Binge Watching and on Demand Media Trends” and the theory about the use qualities by Jonas Löwgren (2002) from the article “The use qualities of digital designs, draft 1.0”. The research on technological developments by Gunnar Nygren and Ingela Wadbring (2013) from the publication “På väg mot medievärlden 2020” is also used in this study.

    Method: The study is based on a qualitative research method based on individual in-depth interviews.

    Results: The result analysis indicates that Netflix technologies and features have a transparent impact on users and their viewing habits. The informants felt that they without these features would not have used the service to the same extent and that loyalty and emotional commitment was established due to the many tactics Netflix used to improve the personal user experience. The technical features have also resulted in an increased Binge Watching for all of the informants who also often view more episodes of a series than originally thought. It also became clear that it was the technology, features and wider range that made Netflix the most preferred VoD service among the informants.

  • 25.
    Besara, Sheyno
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Barbäck, Zanna
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Webbshop för optik: En förstudie: Vikten av användbarhet och aktuella trender inom e-handel2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Trends are part of shaping the market standards and keep challenging the competition to stay on their toes. E-commerce is a fast growing field, a lot due to the rapid evolution of technology. As a result, new trends emerge and form the market once again. Followed by new trends are new possibilities and measures, which lead to higher demands and expectations from the consumers. To manage an e-business successfully it is a prerequisite to stay updated with the current e-commerce trends to be able to keep up with the competitors. To be able to embrace trends and keep up with the competition, a great mean is usability. It is vital to any kind of service to have a good usability, and to maintain it regularly, for it’s chances of survival in the harsh competition. For returning consumers it is important to listen to their expectations, and see to it that the service meet their needs with user-friendly functions. Since the experience of the service is what stays with them. Usability is the backbone of the service, ensuring the user journey to be as smooth as possible, and enhance both the service itself and the consumers’ experience. So it is not sufficient enough to only implement current trends into the service. Without good usability to complement with – neither the trends nor the service will reach their full potential.

    This paper is a pre-study and a result of a degree project, and covers general guidelines for the development of a web shop for optics. The guidelines are based on research on usability and current e-commerce trends. To produce these guidelines, methods such as Brand Experience Workshop, Creative Session and interviews with the target group have been executed.

  • 26.
    Lindgren, Linnéa
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Kviberg, Johanna
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Användbarhetens roll i de mobila webbshopparna2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper reports a study on the usability of e-commerce accessed through smartphones. There is much research in the usability of mobile interfaces and many sets of design patterns have been created but a few studies are available for specific domains, and in this report we focus on mobile e-commerce. In this study a framework is developed for how to design mobile e-commerce interfaces with a high degree of usability. Furthermore, the study also contributes a method to how other specific domain can develop a framework with general standards to work from when creating a web interface. By examining two sets of design principles and 14 design patterns, we evaluate which ones are critical in the design of a mobile e-commerce interface for achieving a high degree of usability. We have done this by applying the survey in two e-commerce sites with different design approaches to examine how they relate to the selected design patterns and design principles. The survey is conducted in three phases through an online survey, a content analysis and an observational study to investigate the interface usability based on theoretical- and practical perspectives. The study shows that in order to create a good usability of e-commerce sites accessed through smartphones, the user want to recognize themselves in how the content is presented and communicated, as well as the interface should obtain certain key functions.

  • 27.
    Chan, Ronny
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Plym, Linnéa
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Att leva med AutoCorrect: en studie om uppfattningen om AutoCorrects inverkan2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The smartphone is part of our daily life. Smartphone users type on a screen area that is no larger than the palm of a hand. To help with this endeavor the software known as AutoCorrect was created. However little is known about how AutoCorrect actually change the language and if AutoCorrect users at all perceive the impact it has. This study aims to find out if our test subjects are aware of AutoCorrect’s presence and how much it influences them. To do this our test subjects had to use smartphones to type two different texts. After categorizing the spelling errors according to AutoCorrect’s algorithm weights we compared the test data with the information from the interviews to determine problematic areas caused by AutoCorrect when typing. Our research show that using AutoCorrect makes the process of typing faster since there is no need for a high accuracy. However it does not necessarily make a user finish typing a text faster since they frequently have to pause to process AutoCorrect’s suggestions and words that are marked as erroneous. If AutoCorrect marked a word as wrong but did not offer a suggestion the test subjects would doubt their own spelling and try different versions of the word until they found one they were satisfied with. This would significantly slow them down compared to if they had typed the text without AutoCorrect. 

  • 28.
    Rosén, Christoffer
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Att presentera en produkt som inte existerar: En rapport om designprocessen av en presentationswebbplats för PROSK8’s nya produktkoncept2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This report describes the process of the production of a web based sales pitch presentation of one of the PROSK8 companys forthcoming products. The goal of the presentation is to generate curiousness and trust through visual design and will work as a support tool for the companys representativs in meetings with potential investors. The process is based around Jesse James Garretts model of ”The elements of user experience”. The model has through out the process been modified and questioned using contemporary design principles and the perspectives of the target group and context. Major decisions has been described and motivated chronologically. The completion of the project has resulted in a sharp delivery of a design that’s been approved by the client and transfered to an external web developer, along with a web page prototype.

  • 29.
    Rantzow, Gustav
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Prochownik, Natalia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Den uppkopplade enkätundersökningen: En studie av informationsvisualiseringen i Mentimeter2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    A new phenomenon on the Internet is the online audience response. Mentimeter is a web-based tool where you can create online polls. The users can then cast a vote and the result is shown in real time. We want to test the information visualization in Mentimeter and we base our hypothesis, that a better graph design is possible, on the work of Edward Tufte and Stephen Few. Edward Tufte is an emeritus at Yale University, where he held courses in statistical evidence and information design and has created theories about how visual information should be designed. Stephen Few is a known information designer and he has based a lot of his theories on the work of Tufte. We compare Tufte and Fews design principles against the Mentimeter tool with user testing. We can see that Tufte and Fews theories still stand strong when it comes to the comparisment with Mentimeter and that a redesign of their graphs could raise the quality and the user experience of the tool. But Mentimeter is also a tool that functions the way it is supposed to.

  • 30.
    von Matérn, Gunnur
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Differences in Children’s Experiences when Playing with a Social Robo: a Field Experiment2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study explored human-robot interaction where children got to play with the interactive social robot Romo. The focus of the study was to explore if children experienced the interactions with the robot differently depending on two parameters. The parameters used were thought to measure differences in experiences, attitudes and expectations towards the robot depending on whether the children were co-creators of the robot or merely had playful interaction with the robot. The results indicated that the children in both activity parameter groups had similar pleasurable experiences apart from four additional categories that were detected in the co-creation group. Something that indicates that the group of children that were given the opportunity to manipulate and form Romo’s behavior had a richer user experience compared to the group of children that only played with Romo. It was also noticeable that none of the children that manipulated and formed Romo’s behavior experienced it as direct learning. They saw the learning process more as being a playful experience and many of them expressed that they had taught Romo to do various things. The ability to edit Romo’s robotic motions and behavior, through an easy contextual-sign interface, inevitably allowed the children to understand physical and computational models through play.

  • 31.
    Andersson, Viktor
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Norström, Karolina
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Funktioner inom Video on Demand-tjänster: En användarstudie inom online streaming2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The development of streaming media services has rapidly evolved since 2013 (Findahl, 2014). As the usage of video on demand (VOD) services increases, it becomes more important that the services are well developed and accessible to its users. In this essay we study the functionality of the three most used VOD-services in Sweden, from a user perspective. Using existing theories and literature, we discussusability and conduct a field evaluation, analysing the three VOD services. Based on the conducted evaluation, we decided to move forward with ten features that, we found, were the most useful from a user perspective. It also helped delimit the study. The essay contains two research methods, a questionnaire survey and focus groups. The results from the study are presented in a ranking-list that will serve as a recommendation to the operators of the VOD services. The conclusion we made from the ranking-list is that a VOD service that take most of these functions into account will make for a better user experience.

  • 32.
    Johnson, Magnus
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Svensson, Rasmus
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Rekommendationssystem för interaktiva musiktjänster: en utredning av aktuella trender och attityder gentemot framtidens rekommendationssystem diskuterat ur forskar-, industri- & användarperspektiv2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Parallel to new technological advancements, including the development of interactive recommender systems, digital music services on the Internet, such as Spotify, have in a short time span gradually replaced former physical media such as CDs and MP3-players and become pioneers on a market with an otherwise uncertain future. By subscribing to the service, users have access to a vast library of music and from any device with Internet access. In order to provide a satisfactory and useful musical experience, different ways of coping with the vastness is required - which is precisely what recommender systems are for. Improved filtering techniques and use of devices built in sensors, make way for new opportunities of more precise and contextually tailored suggestions for track selection, which in turn leads to potential privacy issues when using interactive music services. But where do we stand today? By compiling, exemplifying and discussing three different perspectives with relating to the development of interactive music recommender systems, the objective for this paper is to provide a for science, industry and user, objectively nuanced account of current potentials and expectations. A conducted survey among Swedish-speaking Spotify users as well as a performed asynchronous interview with an industry expert at Spotify, make up the foundation for an analysis based on dimensions and qualities of satisfaction related to the evaluation process of recommender systems. The study shows that users' are somewhat cautious toward future technological implementations, which may potentially infringe on their privacy, yet still accepting, due to the potential of a more personalized music experience. From an industry perspective, the possibility of offering contextualized recommendations is considered potentially valuable. Thus, conditions for realizing a more accomplished recommender system exists, but with some reservations - primarily requests for increased transparency regarding what information recommendations are based upon, and the ability for users to self-regulate what information is made available to the service - which in turn the recommendations shall be based on. 

  • 33.
    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. 

  • 34.
    Carlstedt, Fanny
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Rask, Matilda
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Att utveckla en modern webbplats: Är responsiv design framtiden?2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    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. 

  • 35.
    Persson, Frida
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Eriksson, Emma
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Ditt liv genom andras ögon: En kvalitativ studie om yngre kvinnors personliga integritet på Instagram2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Since social media is used more today than just a few years ago, it is easier to share our lives to the public in just a few seconds. Social media is easily accessible on smartphones, tablets and computers which allow us users to use them whenever we want.

    Instagram is an example of a very popular social media today. In this paper we focus on how younger women think about their privacy when using and publishing pictures on Instagram. We have been using a qualitative research method in which ten people were interviewed. All respondents agreed that privacy is important when publishing pictures or videos on Instagram, but there were also some differences between users with public and private accounts. This study’s result demonstrate that previous experience of risk associated with sharing private information and user's purpose of sharing on social media, affects younger women's ways of thinking about their privacy on Instagram. This is because previous experience of risks affects the user's trust towards a social network, which often determines what purpose the user has by sharing. The purpose of sharing may in many cases outweigh the risks associated with the partition itself, when likes, comments, and an increased number of followers encourage the user to continue with its behavior.

  • 36.
    Lindberg, Emma
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Molund, Emma
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Mobilbetalningstjänster i fysisk butik: En studie ur ett användarperspektiv2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    As Internet shopping increases and more and more people use smartphones, alternative payment solutions are introduced to the market. One payment method that is already established is SMS payment. Given these developments, mobile payment services in physical stores ought not be far from being adopted. The purpose of this essay is to examine the key factors that influence the use of mobile payment services in physical stores. The main focus is the perspective of the users of the services rather than the stores offering them. Both qualitative and quantitative methods have been applied. The results are based on data from a survey, interviews and usability tests. One interesting survey finding was that even though people have first-hand experience of SMS payment it seems that few people have knowledge of mobile payment services in physical stores, and therefore not adopted them. To increase the knowledge and adopting rate a suggestion of factors that can be taken into consideration is introduced in the study. The most important factors seem to be perceived usefulness, economic advantage, perceived risks, standardization and reconcilability with existing behavioural patterns. 

  • 37.
    Berg Eriksson, Sigge
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Bunyong, Oskar
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    The Aesthetic Response: A study of aesthetics in design of 3D-modelled game assets2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    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.

  • 38.
    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.

  • 39.
    Bohlin, Felix
    et al.
    Södertörn University, School of Communication, Media and it.
    Persson, Niklas
    Södertörn University, School of Communication, Media and it.
    Wallin, Daniel
    Södertörn University, School of Communication, Media and it.
    Flow i fokus: processen att göra ett spel genom research through design2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Starting out as a minor form of amusement, the game industry has become one of the most lucrative andsuccessful in the entertainment business competing against giants such as television, movies and music.As the internal competition within the developer community grows companies work hard at discoveringnew ways to attract and keep customers. By having a playcentric approach focusing on user experiencethey hope to achieve that goal. This thesis describes the process of designing a game with focus on theplayer. We apply the concept of flow on game development and investigate through research throughdesign if we are able to create a game that keeps the player in flow.

    Play tests showed several elements such as control issues and too difficult challenges early in the game,affecting the possibility for players to experience flow while playing. These negative factors came to becalled flowleakers. In the end, based on our play tests, we were able to conclude that we achieved ourgoal of making a game that generated flow.

  • 40.
    Klingzell, Linus
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Millén, Joakim
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Instruktionsfilm på smartphones: En studie kring upplevelsen av video via smartphones som inlärningsverktyg för praktiska färdigheter2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study examined how users interact with a smartphone while in a learning situation based on videos via smartphones as a learning tool, and how this interaction and phenomena is experienced. The five test subject were separately given the same task that they were to solve using video instructions that were picked out and given to them. After finishing the task the subjects were observed while they demonstrated how they completed the task. After the observation the subject were interviewed using semi-structured interviews. The results show that the user experience of this phenomena is based on more pragmatic values than we could find in earlier studies, i.e. simplicity and functionality. We found that people in an older generation, age 50-60, had a more positive experience and view on mobile learning as a whole than what was stated in earlier studies. It also shows that the actual interaction with the smartphone during the task was minimal and only used to solve problems with the interaction such as bad image, bad sound or instructions going to fast. We believe that these results can be used in further studies on user experience and mobile learning and also for the designing of new products.

  • 41.
    Moreira, Juliana
    Södertörn University, School of Communication, Media and it.
    Introduction to a mobile development methods investigation to Scania IT AB: Case: Rundtursbuss application2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this work was both to explore the variety of methods to develop mobile applications and to create a requirement documentation and solution proposal to the case study Rundtursbuss. During the 10 weeks work-experience, I had the possibility to investigate a range of methods to develop mobile applications and apply it to a reference case. The questions regarding which method to choose when developing mobile application are not easy to answer, once there is not only one solution that can fit the needs of all the applications that will be developed at Scania. Each application needs to be evaluated not only from a technical perspective, but also from a user-centered way. One of the best ways to quickly evaluate a project is asking what that makes the project mobile The analysis of each criteria aided in the evaluation of the application requirements and in reaching the conclusion that the most promising methods to develop the application Rundtursbuss are either native or cross-compilation ones. In conclusion, it is crucial to emphasize that while Scania does not have a procedure on how to develop, maintain and coordinate the development of mobile applications, single initiatives will continue to emerge, which increase the cost and affect the quality of their IT products and services.

  • 42.
    Lindberg, Sandra
    Södertörn University, School of Communication, Media and it.
    Mood Patterns: Communicating the feel of design2012Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    During the last decade the interaction design area has shifted to an increased focus on aspects of user experience including aesthetic and affective qualities in the interaction, since usability alone has proven to be insufficient to ensure quality in the user experience. The increased focus on affect has mainly been explored in sensory affect, however affect in aesthetics has been rather unexplored, there might be a need for new methods and tools that support this type of qualities in interaction design. Therefore this article aims to contribute to the unexplored field of affective aesthetics by presenting and evaluating a design proposal for a tool which aims to facilitate the communication around affective aesthetics in design teams.

  • 43.
    Nobelius, Jörgen
    Södertörn University, School of Communication, Media and it.
    Fysisk, känslomässig och social interaktion: En analys av upplevelserna av robotsälen Paro hos kognitivt funktionsnedsatta och på äldreboende2011Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This field study examined how elderly and cognitively disabled people used and experienced a social companion robot. The following pages explores the questions: Which are the physical, social and affective qualities during the interaction? The aim was to through observations see how qualities of interaction could activate different forms of behavior. The results show that motion, sound and the eyes together created communicative and emotional changes for users who felt joy and were willing to share the activity with others. The robot stimulated to some extent users to create their own imaginative experiences but often failed to involve user or group for a long time and was also considered too large and heavy to handle.

  • 44.
    Löfgren, Viktor
    et al.
    Södertörn University, School of Communication, Media and it.
    Flyckt, Magnus
    Södertörn University, School of Communication, Media and it.
    Kundens kund: En studie i användarcentrerad systemutveckling och designmetoder2011Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis investigates how web agencys in Stockholm use, value and incoroprate the terms usability, user experience and interaction design in their work process. The purpose of this study is to investigate how creative professionals works with the notions of usability, user experience and interaction design with focus on the end user. Our definition of creative professionals is every employee at a web agency involved in the work process of developing digital artefacts in any capacity. We wanted to investigate how these notions are considered, consciously or unconsciously, during the workprocess. Semi-structured interviews were conducted at three different web agencys with eight different employees. The result of the study has shown that all web agencys have a constant focus on the end-user during the entire development of digital artefacts towards their customers.This focus is kept during the whole process, from the development of a concept based on knowledge on both the customer and the end-users, until the release of the end-product. The work and design methods differs between the different web agencys in which way they incorporate end-users in the process. 

  • 45.
    Sjöström, Josefin
    et al.
    Södertörn University, School of Communication, Media and it.
    Moreira, Juliana
    Södertörn University, School of Communication, Media and it.
    Rätt information vid rätt tillfälle The right information at the right time: En studie av individanpassning av informationsåtkomst på webbplatser An essay on personalization of information access on websites2011Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The subject of this essay is active personalization of information access. Its main goals are to make it easier for developers to create new, customized solutions for the web. The essay tries to find an answer to the question if personalization of information-access makes it easier for the user to find the information they need. The researchers developed a personalized-access prototype of the Swedish Tax Agency’s website and, through observations compared it with the original. The researchers applied the think-aloud-method in five observations documented as video recordings and observation schedules. In addition, a follow-up with a questionnaire was made after each observation in order to collect additional qualitative data. The observations showed that although the respondents found the information quickly at the Swedish Tax Agency’s website, they experienced the prototype as easier to use. The conclusion is that active personalization can make it easier for the users to find the right information, and that a prerequisite for creating an active personalization is that it takes better into account the user's needs by means of contextualization, categorization and filtering.

  • 46.
    Elf, Johanna
    et al.
    Södertörn University, School of Communication, Media and it.
    Andersson Lööv, Rebecka
    Södertörn University, School of Communication, Media and it.
    Smittsam marknadsföring i sociala medier: En studie kring hur två organisationer marknadsför sig interaktivt i sociala medier2011Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This essay investigates how two nonprofit Swedish organizations market themselves in social media. The foundation is different theories about how Internet in connection with Web 2.0 has become a platform for social interaction and theories about what social media is prominent in terms of reaching out to many people. This essay focuses both on how organizations experience marketing in social media, what user behavior can be distinguished and how it might affect the viral spread of the organizations’ publications online. To gain insight, we performed interviews with representatives who are responsible for the organizations’ social media, and performed quantitative data gathering, in which we conducted statistics on their development in social media in terms of numbers. Based on theories about various aspects of social media and the qualitative and quantitative data, we could see several aspects that indicate that social media are outstanding when it comes to marketing online.

  • 47.
    Persson, Niklas
    et al.
    Södertörn University, School of Communication, Media and it.
    Wallin, Daniel
    Södertörn University, School of Communication, Media and it.
    Spelvärlden som informativt grafiskt gränssnitt: En studie om hur spelvärldens visuella uttryck hjälper ovana spelare att förstå mål och regler2011Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The diegetic game world places high demands on how it is designed. It is common that game developers wants to create a deeper player immersion and some developers believe to achieve this by integrating HUD elements into the game world. To find out how digital games can rely on the design of the game world, we performed user studies on beginners who have very limited experience of playing digital games. By observing the beginners, we could discern the visual aspects in the diegesis that helps players understand the game rules and objectives because the beginners won`t make their choices based on previous gaming experiences. If players encounter a variety of difficulties to understand the rules of a game, then it will less likely be a successful game. The design must reach out to a broader range of players and therefore it is fundamental to see how beginners act, in this case in a new environment. We also found it useful to split the players into two levels and review what differences and similarities that occurred between the levels. By doing so we could formalize some guidelines for developers who plan to transfer system information from the screen into the game world.

  • 48.
    Younan, Rabi
    et al.
    Södertörn University College, School of Communication, Media and it.
    S. Barrientos, Artiom
    Södertörn University College, School of Communication, Media and it.
    "Jag kände mig som en pilot": En studie om interaktionsstilarnas påverkan på spelupplevelsen2010Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Today's technology offers a variety of opportunities to interact with the interactive systems. Human-Computer Interaction in the last decade is the area of research that has contributed the most to this development. But how is this interaction perceived? The user experience is something that is formed by the interaction between human and the computer interactive systems. The objective of this thesis is to investigate how the user experience differs depending on how one interacts with a game. In this empirical study we have chosen to examine three common interaction styles that current technology offers that is, gamepad, touch screen and gesture-based interaction. A qualitative method of data collection method has been used. We studied the interaction behavior of three people through observation, video recordings and interview. Differences were observed in the patterns of behavior according to individual experiences and the various interaction styles. We could see, above all, that the gesture-based interaction was perceived as more authentic and gave a greater sense of game flow than the other two interaction styles.

    

  • 49.
    Westerlund, Markus
    Södertörn University College, School of Communication, Media and it.
    The Design & User Experiences of a Mobile Location-awareness Application: Meet App2010Independent thesis Advanced level (degree of Master (Two Years)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper intends to describe the work and result of the design project Meet App. Meet App lets users interact around their current locations in a direct manner. The user experience is evaluated to get an understanding of the usefulness and interaction with this type of design. The project is related to the context-awareness research field where findings put the project in a greater whole. The result indicates usefulness and enjoyment interacting with the application, but because of the low number of participants the findings cannot be validated.

  • 50.
    Anjum, Ali
    Södertörn University College, School of Communication, Media and it.
    Virtual size measurement for garments and fashion industry: Selection of right size at the online fashion buyers2010Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Internet is one of the major achievements of 21 century by human kind. Retailers have moved their business towards a global market through internet. Human computer interaction is getting enhanced in different contexts. Consumers can now access the global markets online for the sake of shopping. Fashion industry is getting tremendous popularity in an online environment. Fashion is transformed into digital fashion where people from all over the world have easy access to the world of fashion and can interact and get hands on every piece of art. They can simply buy any fashion product anywhere in the world. The most important part in this domain is the interaction of the consumer with the media for the sake of spending money for goods having a fashion designer at the back end. So here the interaction needs to be precise and specific, especially when it comes to the sizing phase of the activity called shopping garments online. This paper investigates the current sizing trends offered by online fashion retailers and proposes the preferred state interface in order to discover the facts that enables consumers to finalize perfect size for them. The focus is on female users. The results will lead to understanding of the cause of confusion that consumer faces in selecting right size while shopping garments online.

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