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  • 1.
    Freese, Sabine
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    AI in Co-Creation: The usability and impact of AI tools for co- creation in participatory design to generate innovative and user- centric design solutions2023Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The current study focuses on applying generative Artificial Intelligence (AI) in participatory design processes, specifically scrutinising the interactive dynamics between AI and human actors during the creative endeavour. Practice-oriented workshops and including a real, complex application example constituted the methodological framework. The analysis sought to investigate Artificial Intelligence's impact on the produced design outcomes and the dynamics of group interactions within participatory design environments. Obstacles and potential benefits in dealing with AI were thoroughly analysed, with the investigation targeting the potential for significant time savings and efficiency increases due to AI deployment. Simultaneously, a comprehensive evaluation occurred, assessing the quality of co-creative human-AI design solutions.The study identified important capabilities that influence the quality of generative AI solutions. The author termed them the "Effectiveness Trilogy", consisting of Expertise, Experience and Usability. The findings suggest that current generative AI systems must still be sufficiently equipped for handling complex tasks. The resultant solutions frequently exhibited superficiality and needed more efficacy to generate substantial time savings, as observed in our analysis.

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  • 2.
    Olsson, Ella
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Westander, Hannah
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Smart, smidigt eller säkert?: En kvalitativ studie om användares upplevelser av säker hemteknik2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The use of IoT and smart homes continues to grow, and as part of smart homes so does the use of smart home security systems. Despite the growing market, few studies have investigated users' experiences of this technology. The purpose of this qualitative study is to contribute to this gap of knowledge in the research area. The study carried out seven semi-structured user interviews and a thematic analysis. The results show that the users' thoughts, opinions and experiences both agree as well as differ from the previous research of users and IoT. However, all users who participated in the study agree that the advantages of the smart home security systems outweigh the potential disadvantages. Due to the limited amount of previous research and the continued increased use of all IoT technologies, there is a great need for further research in the field.

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    Smart, smidigt eller säkert? En kvalitativ studie om användares upplevelser av säker hemteknik
  • 3.
    Joaquin Schedin, Niklas
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Tony, Tony
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Snabbt, smidigt och enkelt: En användarundersökning om användares upplevelser av bildelningstjänster2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Collaborative consumption, shared mobility, and car sharing services are three modern phenomena that in recent years have become a popular way to respond to the sustainability crisis. Carsharing services are a subcategory of collaborative consumption and are often driven by commercial forces. The aim of the services is to offer modern and sustainably-driven solutions to users as an alternative to private car ownership. In the use of carsharing services, an interaction occurs between different actors, human as well as non-human actors, both direct- and indirect. These interactions generate a user experience which this thesis aims to study through a survey and nine semistructured interviews with users of carsharing services. User experience goals, shared user experience, as well as Actor-network theory, is used as theoretical frameworks to analyze and discuss the collected data.

    Through this study, we conclude that the act of using car sharing services isn’t solely an individual experience between the users and the artifacts such as the car or the mobile application. Instead, the use of carsharing services often consists of several collaborating actors who influence each other and together affect the user experience.

    Lastly, the study contributes further insights into how actors affect the driver's user experience of carsharing services. With the knowledge of how the driver's experiences in the use of carsharing services are affected by both human and non-human actors. These actors consist of the mobile application, the car, previous users, customer service, and passengers.

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  • 4.
    Östlund, Anton
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Telling a story of the future: Using storyboards and narratives to evaluate anticipated experiences2022Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Evaluating User Experiences early in a development process can save both time and money by pro-actively mapping out user needs and behavior patterns. However, since most well-known UX-evaluation methods applies during or after user interaction, due to the “second-order” design problem of experiences being a byproduct of interaction, there is a desire within HCI for more early-stage UX-evaluation methods that could be applied to concept stages as well. This paper investigates the experiential evaluation of a storyboard and narrative through the Anticipated eXperience Method (AxE) and discusses how it compares to a re-iterated high-fidelity prototype created in Figma. The process of this study is described out of the context it has been executed in, which is together with the company Scania AB at their cabin production facility in Oskarshamn, Sweden. The study explores what insights can be found from evaluating anticipated user experiences in early concept development and how these insights can apply towards further development of a touchpad user Interface. The underlying foundation of this study has followed the approach of a design-inclusive UX-research project, which heavily incorporates design activities into the process of conducting research. Thus, the storyboard, narrative and interactive Figma prototype have been created along the process and takes center stage in the investigation of experiential evaluation at early stages of interactive product development.

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  • 5.
    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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  • 6.
    Lidholm, Linnéa
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Wearing Your Heart on Your Sleeve? EmoWri: A Wearable Tool to Start Sensitive Conversations: A Case Study with Parents and their Teenage Children2022Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Sharing one’s emotions is the first step in taking care of one’s mental health and well-being. Teenagers struggle to open up and share their feelings, making them more vulnerable to mental health conditions extending into adulthood. Researchers and designers have been looking for new solutions to support users' health. One solution is wearables. These technologies need to be explored to better understand users’ needs and their behavioral changes to create a more beneficial user experience. One way to deal with emotions for teenagers is through conversation, however, it can be difficult to start these conversations. In this paper, the potential of a wearable as a tool for triggering communication about emotions is investigated. This study was based on a Research through Design (RtD) methodology and was carried out through a user-centered approach by using participatory design. The case study was conducted with a family of two parents and their two teenage children. By using the methods of cultural probes, interviews, and a co-design workshop, a concept named EmoWri was created. The concept consists of a prototype with a wristband connected to a mobile application. Qualitative data was collected from user tests, interviews, and a questionnaire and was thematically analyzed. The results show that wearables can be used to trigger sensitive conversations between parents and their teenage children. The results show that seven design qualities were considered to be important: visibility, accessibility, flexibility, expressiveness, actability, motivating, and aesthetic. The main contribution of this study is starting a discussion about designing wearables as a tool that focuses on improving the users’ mental well-being.

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  • 7.
    Carrigan, Carina
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Järvinen, Markus
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Att göra fantasy av verklighet: Spelares motivation för långsiktigt engagemang inom Allsvenskan Fantasy2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The game Allsvenskan Fantasy is researched to investigate how players are motivated and uphold their motivation over time. The study makes use of the Motivational Technology Model which is based upon Uses and Gratifications Theory and Self-Determination Theory. Ten semi-structured interviews are conducted with the aim to identify how players are motivated to play Allsvenskan Fantasy. A thematic analysis is applied to the data from the interviews and six themes are identified: 

    -  The game is played outside of the game -  The player becomes an actor, receives agency by using their knowledge -  Social interaction enhances the game experience -  Reality gives an extra level of the game -  The game is adaptable -  The players are self-propelled but need each other 

    These six themes are discussed by using the theoretical framework with focus on the affordances of the game and the basic psychological needs for intrinsic motivation among the players. 

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  • 8.
    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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  • 9.
    Calleberg, Erik
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Making Content Moderation Less Frustrating: How Do Users Experience Explanatory Human and AI Moderation Messages2021Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This is a study where social media users’ reactions and interpretations to different types of content moderation messages. The focus was to try and determine what reactions explanations, explanations by an AI, or explanations by human moderators had on social media users. The goal of the study was to have this study become a pilot study for future research to find a solution to fair and transparent content moderation. The main research question sought to find out what ways do user attitudes differ from content moderation messages if the moderator is human or an AI. It was found that users react more strongly against AI moderation and decision making, showing higher rates of frustration. Providing a reason for moderation increases fairness and transparency rate, regardless of human or AI delivering the decision.

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  • 10.
    Pålsson Abrahamsson, Anton
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Påverkar formatet användarupplevelsen?: En kvalitativ jämförelse av användarupplevelsen gällande formaten DVD/Blu-Ray och streamingtjänster2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis concerns the questions of how the format affect the user experience. The formats which have been researched are streaming services and DVD/Blu-Ray, as they deliver the same type of media. After a qualitative analysis of eight interviews with available informants, it was demonstrated that DVD/Blu-Ray was generally regarded as aged and less available than streamingservices.

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  • 11.
    Hrafnsdóttir, Eva
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Rocksten, Rebecca
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    “Vad har användare för behov när det gäller hantering av lösenord?”: En användarundersökning gjord på Apple användare i syfte för att förstå vilka behov användare har för lösenordshantering2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The method an individual uses to handle their passwords is an important measure to be able to protect their sensitive information from data intrusion. The amount of passwords a person uses is increasing rapidly, this leads to the individual having problems with remembering all of them. Using a password manager that stores all passwords, as well as creating unique strong passwords for different websites is a common solution for this problem. 

    This study aims to deepen the understanding of the individual's password management. Apple’s own password manager iCloud Keychain has been used as the platform of study. This study aims to seek answers on how secure the common user feels towards iCloud Keychain, as well as user experience point of views. How user friendly is the program and what challenges do users experience? 

    The study is primarily based on a questionnaire, which forms the basis for in-depth interviews with both a selected focus group as well as an expert interview. 

    The results show divided opinions about the level of security the users feel towards iCloud Keychain, and where connections can be seen based on users previous knowledge in the field. The conclusion includes that iCloud Keychain is quite a strong candidate on the market for password management but it has some issues when it comes to the overall user experience. Areas for development to create an even stronger candidate include amongst others, opening for use on a wider number of platforms, that is; unlocking the program from Apple's ecosystem. 

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  • 12.
    Zakar, Marina
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Zazi, Sargon
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    ”Vad vill jag ha av en digital löpartränare?”: En kvalitativ studie om motionslöpares upplevelser av en virtuell löpartränare2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study examines what factors of a virtual trainer through a smartwatch contribute to a good user experience in recreational runners as well as what makes them prone to use a virtual trainer in future workouts. In this study, six recreational runners, who runs one to three times a week, have run with a virtual trainer through a smartwatch during a workout on a running track and then been interviewed and shared their experiences and opinions about the workout with the virtual running trainer. Running for most runners is a way to escape from stress and seek well-being. In that aspect, running can be seen as a positive experience that makes people happy. Understanding the user experience between runners and technology can be a good starting point to design for a better running experience. The study resulted in audio feedback and coaching being contributing factors to the participants 'good user experience and that feedback based on the training increased the participants' sensory engagement.

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  • 13.
    Norlén, Linda
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Selander, Henrik
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Är AI din nya designpartner?: En explorativ studie av designers upplevelser av att samskapa med en generativ AI2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The development of Artificial Intelligence (AI) is advancing by the day and AI is now a major part of our daily lives. As it evolves, new applications are being introduced and created to make the user's everyday life easier. The aim of our study is to review the potential for generative AI to act as a tool to support co-creation for designers in creative, exploratory processes. The methodology of the study was a qualitative investigation in the form of an experiment and a subsequent interview with five participants, comparing the experience of traditional individual idea generation with idea generation supported by a generative AI. The results show a generally positive attitude towards AI as a co-creation tool, especially for independent idea generation and in freelancing. It was found that users can be reminded of details that are easily overlooked. We also found that inconsistency can be used as a tool,even though it deviates from the general guidelines for AI systems that exist today. 

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  • 14.
    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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  • 15.
    Ask, Alexandra
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Österlund, Emma
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Mitt jag och min avatar: Identifikation och emotionella förbindelser genom spelkaraktärer i digitala spel2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Emotional design is a phenomenon that is relevant in connection with the user experience in game design. Designers could develop a product that provides a more emotional experience for the user by taking emotional connections and emotions to consideration. With the growing gaming industry, it is relevant for game development to take emotional connections into consideration. During the process it is important to understand where the motivation for the game lies within the user. 

    This study examined how users relate and identify with their own created characters. The study has been based on Massive Multiplayer Online Role-Playing Games (MMORPG) where social and emotional connections are observed. The work also evaluates how the relationship between the user and the avatar appears. Theories will also be presented that compile the data collection, which will be presented and discussed. Finally, the result is presented that demonstrably introduces what the relationship looks like and why it looks the way it does. 

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  • 16.
    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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  • 17.
    Rune, Moa
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Nilsson, Josefin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Studenters upplevelse av användbarheten på videokonferenssystemet Zoom2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of the study is to investigate college and university students' experience of theusability of Zoom as support for distance education based on usability goals from theory byPreece, Roger and Sharp (2016). To investigate students' experience of the usefulness ofZoom for distance education, semi-structured interviews were conducted with ten studentsfrom different universities and colleges with different educations. The results of theinterviews showed that students' experience of usability at Zoom was good and providedgood support for distance learning based on Preece, Roger and Sharp usability goals (2016).

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  • 18.
    Öberg, Daniel
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Axdorph, Mathilda
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Ställa in eller ställa om?: En användarstudie på digitaliseringen av studentmässor2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Student fairs fulfills an important function in society because they help guide visitors to maketheir high school and higher education choices. This media technology study examines visitingusers' needs and experiences of two digital student fairs: Saco’s student fair andGymnasiemässan. Through data collection from observations, user studies and interviews, thispaper provides not only an insight into how users experience the digital student fairs, but alsoanswers to what is needed in the transition from a physical student fair to a digital one and howthe service can meet the requirements and user needs. The data collection has been analyzed withthe help of two analysis methods to identify and clarify what possible user problems that serviceshave and how these can be treated in order to use the digital fairs' user experience and usability.The study shows that the digital student fairs to some extent satisfy the user's needs of collectinginformation, but other important aspects that the user expects at a fair do not follow up, includingthe emotions that social interactions can contribute. In summary, the study indicates that digitalfairs are a good complement to student fairs, but more is needed to be able to become asubstitute. 

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  • 19.
    Lundqvist, Emelie
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Design patterns for social sustainability in HCI: A study on destructive relationships on the use of design patterns2019Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this paper, a study was conducted to explore social sustainability in HCI. The study focuses on people in destructive relationships and uses the notion of research through design to gain and share knowledge using design patterns. The study focused on creating methods for working more practically with social sustainability in HCI and used several design methods such as story share and capture to gain and share knowledge on the user group which was then presented in a pattern, consisting of a total of eight different patterns. The patterns was later tested with designers who suggested designs which users were then to rate from best to worst. The study show that design patterns can successfully be used to share knowledge, however the study also show some variation in how well design patterns are understood based on experience. Experienced designers tend to create better designs with the pattern than inexperienced. However, designers with the pattern designed better solutions than designers without regardless of experience.

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  • 20.
    Duong, Tony
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Disayabuttra, Supavadee
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    "Har jag hittat det jag söker efter?": En kvantitativ och kvalitativ studie kring användares attityder till informationssökning online inför en semesterplanering2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Research has shown that when a travel is being planned, users tend to use search engines in order to satisfy their need for information. It has also been proven that problems occur when users must distinguish which information that is relevant. This study examines users’ attitudes to searching of information with the use of search engines prior to an outbound trip. In this study, a survey is conducted at Arlanda Airport with 121 respondents participating. Furthermore, five informants partook in an interview where they would elaborate their experiences as well as search behaviors. The results indicate that the majority of our participants are satisfied with the search results presented today. The participants also showed a positive attitude towards the user experience.

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  • 21.
    Farokhian, Suzana
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Human-computer interaction using eye-gaze: Formation of user interface design guidelines from a cognitive science perspective2019Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

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  • 22.
    Höglund, Salomon
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Informing Users About Fingerprinting2019Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In peoples hyperconnected lives, a price to pay is their internet privacy and the different risks it faces the second their browser connects to the web. One such risk comes from how web tracking collect and analyze users information. This paper explores an approach to how web browsers can inform its users about the web tracking technique Fingerprinting, and through the concept presentation of this approach see: what key key aspects of visual aesthetics that affects the users experience when being informed; and to what extent differences in technological interest and knowledge affect users reception of Fingerprinting information, and the implementation implications the differences leads to. For this purpose a high fidelity prototype was created to: represent the concept of web browsers having integrated educational pages meant to inform its users on topics such as Fingerprinting, and to; be used in a user test. The results showed: a lack of knowledge on the existence of Fingerprinting; that differences in technological interest and knowledge among users affected what aspects of visual aesthetics they valued; and that those with less technological interest and knowledge to a higher degree had their attitudes towards Internet Privacy affected by the prototype’s information. It also showed that the differences affects users approach and interactions with software, and that the design implications this brings are to be considered for future browser functionality implementations.

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    Salomon Höglund - Informing Users About Fingerprinting
  • 23.
    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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    fulltext
  • 24.
    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
  • 25.
    Kassman, Elsa
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Sjölund, Linn
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Interaktionen mellan användare och spelkaraktär: Användarens val, identifiering, reproducering och stereotypa normer i Tekken 72018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this essay, we have unpacked four different levels (the role of women as: a) a part of game history, b) design process, c) characters of the game and d) users) to get a better understanding of the users choice of characters in the popular fighting game Tekken 7.

     

    We have examined the role of women as part of the game’s history and design-process to gain a deeper understanding into the background of the game’s designing process. We have interviewed users with qualitative methods and used analysis strategies such as semiotic analysis and thematic analysis.

     

    The results of our analysis show that users choose their characters based on visual attributes and that they imagine the characters as being an extension of themselves. Users apprehend the characters as stereotypical and thereby reproduce gender-related norms. The process of picking a character to play with is difficult for some of the users - There is a difference between female and male users due to stereotypical visual attributes of the characters which means that it is more problematic for female users to identify themselves with many of the characters. This is affecting the female users experience in a negative way.

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    fulltext
  • 26.
    Donka Thormann, Julia
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Sundin, Pelle
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Se mig, rör mig, hör mig!: En kvalitativ studie om hur konstupplevelsen på museum kan förhöjas med hjälp av teknik2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This essay presents a qualitative study of how an interactive audio guide can influence the experience of art in an art museum. The study was performed at Moderna Museet in Stockholm, by testing the audio guide of Moderna Museet and two self-produced audio guides at the exhibition Samlingen. Observation studies combined with interviews were conducted to understand how the visitors are using the audio guides and what advantages and disadvantages the different design parameters had. The results showed that there where specific advantages and disadvantages within the different parameters. It also indicated that an audio guide should not contain too much or too little interaction and should thereby concentrate on frictionless operating. A usage that was cancelled resulted in making the user feel misplaced and unwilling of understanding the art. When the usage was frictionless, the audio guide also served mediating and contributed to the overall experience.

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    fulltext
  • 27.
    Delden, Anna
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Persson, Ellen
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    The digital nudge: A study of the design principles in digital nudging and it´s presence on ascendant online stores2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Digital nudging is a relatively new phenomenon that is increasingly mentioned and demanded in human-computer interaction. The concept originates from behavioral economics and aims to help individuals make better decisions that are beneficial to the individual as well as the society, by making subtle changes to the environment in which the decision is made. Nudging implies to pushing people in the right direction and affecting them in different types of decision making. Digital nudging aims at applying the user interface design element to guide people's decisions in digital environments. This thesis presents a study of digital nudging in the form of the six design principles in the user interface of e-commerce sites through the method cognitive walkthrough. It is based on theories of mainly digital nudging but also persuasive design and user experience with connections to psychological aspects. The conclusion of the study has shown that principles in digital nudging exists in e-stores interfaces. The study aims to develop frameworks for an alternative way of implementing digital nudging and to contribute to more knowledge in the field.

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    fulltext
  • 28.
    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.

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    fulltext
  • 29.
    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. 

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    fulltext
  • 30.
    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. 

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    fulltext
  • 31.
    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. 

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    fulltext
  • 32.
    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. 

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    fulltext
  • 33.
    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.

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    fulltext
  • 34.
    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.

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    Designriktlinjer för en bättre användarupplevelse av notifikationer
  • 35.
    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.

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    Digitalisering_pa_gott_och_ont
  • 36.
    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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    fulltext
  • 37.
    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
  • 38.
    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. 

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    fulltext
  • 39.
    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. 

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    fulltext
  • 40.
    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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    fulltext
  • 41.
    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. 

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    MTC uppsats
  • 42.
    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.

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    Tidningen Maskinentreprenören blir digital: En möjlighet till normkreativt tänkande i en digitaliseringsprocess
  • 43.
    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.

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    fulltext
  • 44.
    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.

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    fulltext
  • 45.
    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.

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    fulltext
  • 46.
    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.
  • 47.
    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.

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    fulltext
  • 48.
    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
  • 49.
    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. 

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    Musikstreamingtjänster
  • 50.
    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.

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