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  • 1.
    Aavik, Ida
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Onboarding New Users for Initial Creation of Photo Book in Mobile Application2024Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Photography holds great significance by capturing memories and sharing stories. Today, the average user has around 2,000 photos on their smartphone, many of which go unnoticed. Once Upon is a mobile application launched in 2017, where users can create photo books to collect their memories in a physical book. Observations and previous data from Once Upon show that new users encounter certain challenges when creating their first photo book with the application. This has sparked interest in exploring how onboarding can be used to help new users. Onboarding is a broad term that includes introducing users to a new product or service.

    This study followed the Design Thinking process to create a prototype of an onboarding process that facilitates understanding for new users how to get started with creating their first photo book using the Once Upon mobile application. In the first phase, Empathize, research methods were conducted to identify how users interact with the Once Upon mobile application. The data was further analyzed in order to narrow down the topic and define the problems in the Define phase, employing methods such as personas, user flow diagrams and mind mapping. Subsequently, ideas began to be generated in the next phase, Ideate, where How Might We statements were formulated. These were utilized in two workshops for brainstorming, and then contributed to the initial sketching of different design proposals. The last two phases, Prototype and Test, were performed iteratively to produce prototypes and test them with usability testing.

    It was observed that new users experienced some challenges when creating a photo book for the first time in the application. Among other things, they lacked inspiration, looked in the wrong place for certain functions or did not know how to start from scratch. With this, the focus was placed on the onboarding flow being about introducing users to creating their first photo book with the Once Upon mobile application. Different strategies and types of onboarding had been analyzed, and then some that were deemed suitable for the application were chosen to proceed with. During the tests of the prototypes, a flow was finally chosen that the participants appreciated the most. The result contributed to helping new users get started and get inspired to create their first photo book with the Once Upon mobile application, through the creation of a design proposal of an onboarding process.

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  • 2.
    Abduljalel, Viyan
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Improving post-productionfeedback process2020Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The process of producing entertaining video and films is complicated and time consuming. One of the complicated parts of post-production of entertaining content is getting feedback and reviewing the draft edit. After the filming process of a series or a film completed, the editors start working on the cut materials. This is a stage in the process where the editor will get their cut reviewed and receive feedback from different teams on the rough-cut or editor cuts. Today the review and the feedback between the editor and reviewer is done online directly through email.

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  • 3.
    Abedan Kondori, Farid
    et al.
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Yousefi, Shahrouz
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Li, Haibo
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Real 3D Interaction Behind Mobile Phones for Augmented Environments2011In: 2011 IEEE International Conference on Multimedia and Expo (ICME), IEEE conference proceedings, 2011, p. 1-6Conference paper (Refereed)
    Abstract [en]

    Number of mobile devices such as mobile phones or PDAs has been dramatically increased over the recent years. New mobile devices are equipped with integrated cameras and large displays which make the interaction with device easier and more efficient. Although most of the previous works on interaction between humans and mobile devices are based on 2D touch-screen displays, camera-based interaction opens a new way to manipulate in 3D space behind the device in the camera's field of view. This paper suggests the use of particular patterns from local orientation of the image called Rotational Symmetries to detect and localize human gesture. Relative rotation and translation of human gesture between consecutive frames are estimated by means of extracting stable features. Consequently, this information can be used to facilitate the 3D manipulation of virtual objects in various applications in mobile devices.

  • 4.
    Ackermann, Wilhelm
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    The Impact of Spatial User Interface Integration within Strategy Games: An evaluation of a strategy game’s approachability within diegesis and spatial theory2021Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Diegesis and Spatiality are fundamental to visualization techniques in games. The impact of integrating user interfaces into the game world is a contentious issue between minimizing the heads-up display or maximizing functionality above realism. Previous studies have shown conflicting results determining what approach is better, but these studies have focused on conventional genres like the First Person Shooter. Strategy games, or more specifically, the grand strategy genre, is different in perspective and role of the player, as the genre places a heavier emphasis on panel elements than other genres. In this paper, we created two similar prototypes that differed in their focus on integration or superimposition. We then evaluated their impact on performance and the user experiences. The results showed that strictly spatial integration attributed to negative results, but diegetic integration was better received. Additionally, we identified several areas where implementing diegetic interfacing in grand strategy games is different from other genres of games. Finally, we gave recommendations to enhance the strengths and overcome the limitations of diegetic interfacing in grand strategy games.

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  • 5.
    Alpay, Aylin
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Untangling Road Trip Experiences with Conected Car: Planning and bringing it to the car2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    With developing technologies and growing infrastructures, connected experiences are expanding their realms towards various devices and scenarios in our lives. One of the areas, which is going under a big change due to this connectivity is the car related experiences. As connectivity is intrinsically enabler of different experiences and services, it is foreseen that it will bring a different dimension to car and driving related experiences as well.By investigating the future trends and possibilities that connectivity can provide to car and driving related experiences, this thesis aims for imagining the near future scenarios with an explorative approach, focusing on one and addressing to the rising issues with a design proposal that is meaningful to both users and the industry.The result, Tripcloud, contributes to the future scenario of having a road trip with the car, with a new digital platform that aims for supporting the users throughout the planning and bringing the plans into the car experience seamlessly and safely. It aims for reducing today’s existing complexity in terms of interaction and cognition to provide a better experience and avoid driver distraction. With providing organised information pieces, information exchange between people and automated links with mobile devices and car, Tripcloud offers easier an more convenient alternative for road trip planing and bringing the plans into car experiences for the near future.

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  • 6.
    Andersson, Emelie
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Multiple Platform First: Design Guidelines for Multiple Platform Games2019Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis investigates the two gaming platforms PC and Console and how the interfaces of games on these platforms could be designed more efficiently making it easier to release games on multiple platforms. In other words, how could the Multiple Platform First method look. Little previous work exist on this problem so this thesis work gathers information from other industries and also research on user interfaces in games in general. By looking at games running on both platforms different best practises and common solutions were discovered. A study was conducted testing different in-game components on users. The components were selected to test if the users would accept non-traditional components since users detect when playing on an interface not intended for the platform. This makes the study very complicated since the "best" solution might not work if the users does not accept it for the intended platform. Concepts were designed to combine the testing of solutions with the users opinion of the solutions. The chosen concepts were researched both in literature and by looking at present implementations in games. To be able to user test the solutions they were iterated from low fidelity prototypes on paper to high fidelity prototypes that were playable in Unity. The prototypes were tested on users and data gathered through Think Aloud comments and questionnaire answers. This study presents a first draft of how a multiple platform approach can be achieved.

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  • 7.
    Andersson, Frida
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Designing UI for color correction and grading tools for the web-based program Accurate Video2021Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Color correction and grading are processes when fixing colors in recorded footage in Post-Production. The process of the two mentioned is a mix of technical adjustments and creativity. Color correction adjusts the colors between the clips/scenes so they match and look as natural or unique as possible. Grading is about the process of enhancing the look of a footage to achieve a certain style, it is of a more creative nature.Today, color correcting and grading are performed using desktop applications. The process means that recorded material is sent to the colorist from the set where it is received and downloaded to the computer where the work is performed. When the processing is considered complete, it is sent back to the recording team. This could be considered time consuming, and this process could be improved by using Accurate Video which is a web based program. Today, there are no features for color correction and grading in Accurate Video.

    The aim of this study was to design a User Interface (UI) for color correction and grading tools for Accurate Video application that meet the goals and needs of the people in this field of work, i.e. colorists. Based on literature studies including design guidelines, studies of what existing professional editing programs look like and what Accurate Video looks like, as well as interviews with colorists, a prototype was developed.

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  • 8.
    Andersson, Hanna
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Designing Digital Nudges for Sustainable Travel Decisions2019Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Tourism is an important force for sustainable development in many countries. It provides millions of jobs which, for some countries, entails an increased gross domestic product (GDP). Unfortunately, there are downsides of tourism as well, and work towards sustainable tourism is now a key feature of many travel organizations. To influence consumers into more sustainable behavior, organizations can use nudging as a tool. A nudge uses a specific psychological effect to guide individuals towards a predefined choice. Since many travel companies provide their products through digital environments, such as websites or apps, knowledge of digital nudging is mandatory. The aim of this study was to investigate how digital nudging could be used to encourage more sustainable decisions on a travel company website. How the digital nudges should be designed, and how digital nudging would be perceived by consumers were investigated. The use of existing guidelines for how to design digital nudges resulted in prototypes of a travel company's website including several digital nudges. The guidelines included four steps: define the goal, understand the users, design the nudge and test the nudge. The result showed several digital nudges that after some design improvements have the potential to influence consumers to make more sustainable decisions on a travel company's website. The result also showed that the majority of the consumers had a positive attitude towards digital nudging in this context, although this needs to be further evaluated. Further research is also recommended to assess which nudge that works best for a given choice situation.

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  • 9.
    Andersson, Isabel
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Our body body as an expressive tool2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Humans were made to move. Many hours in front of a screen leads to stiff bodies and a diminished bodily awareness. The aim of this project was to explore how technology can serve to increase our body awareness and adapt to our physical conditions in everyday life with focus on office spaces.

    The study is explorative with a user-centered approach and a focus on embodied prototyping, where the user is a subject of design. Data was collected with recordings, interviews, and workshops. Reflexion-on-action, prototyping and iterations lead to the final outcome.

    The final concept is a wearable that encourage people to move and stretch out more often and spontaneously throughout the day. It does so by vibration patterns along your spine and shoulders.

    The idea of this concepts is to make people move often and regularly during the day; to react spontaneously to a reminder from the body, mediated by the vibrations. The system is thought to be self-awarding; if it feels good to stretch out, to extend the arms, to move – then you will want to do it again.

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  • 10.
    Andersson, Karl
    et al.
    Pervasive and Mobile Computing Laboratory, Luleå University of Technology.
    Rondeau, Eric
    Université de Lorraine.
    Kor, Ah-Lian
    School of Computing, Creative Technologies and Engineering, Leeds Beckett University.
    Johansson, Dan
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Sustainable Mobile Computing and Communications2017In: Mobile information systems, ISSN 1574-017X, , p. 2article id 1098264Article in journal (Refereed)
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  • 11.
    Andersson, Maja
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Enhancing content discovery in Video on Demand services for children2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The media landscape is changing and Internet-based streaming services for children are becoming increasingly popular. The concept of online streaming extends freedom and control over content selection but discovering new content is often experienced as troublesome. The objective of this thesis is to identify parameters to make it easier for users of streaming services for children to discover and watch unfamiliar programs. Guidelines are formed based on literature studies, interviews, observations, a survey, a benchmark, data analysis with Adobe Analytics, a workshop and finally user tests with prototypes. These guidelines conclude that content should be categorized, dynamicized, highlighted and socially engaging. Categorization based on age is primarily important but interests and genres can also be used to make children more interested in a title. Content should be dynamic, customizable and personal to each user to give more accurate recommendations based on age and interests. Making one alternative more visually prominent will make this alternative more interesting especially for younger children and social features with information about other users opinions can motivate a decision to discover new content among older children. 

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  • 12.
    Anna Maria, Puchalska
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Solar Literacy: exploration of energy-aware digital experiences.2023Independent thesis Advanced level (degree of Master of Fine Arts (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The Internet is rapidly growing in complexity, with increasing negative environmental and social impact. While heating and lighting are tangible examples of energy consumption, internet usage is not perceived as such. Therefore, it opens up opportunities for new, energy-efficient, slower, resource-saving and mindful protocols for the Internet to emerge.

    I propose Glow OS, an operating system that enables individuals and communities to align their online activities with intermittent solar energy. This system aims to accelerate the transition to a fossil-free internet by promoting solar literacy in the spirit of joy.

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  • 13.
    Aringskog, Frida
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Effortless Charging: Enhancing Usability in Electric Car Mobile Applications2023Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In recent years, there has been an increased interest in the environment, and various efforts has been made in order to reduce human impact upon the planet. One such effort is transitioning the transport industry from using fossil-fuels to more sustainable fuels, such as electricity. This has led to a heightened interest in electric vehicles. Although electric vehicles have risen in popularity, they still face some challenges. One of these challenges is the lack of charging stations, and the hassle of charging the car. The complicated charging experience has even been expressed as a barrier, making some people hesitant to buy an electric vehicle. This calls for making the charging experience more intuitive and easy. One possible way to achieve this is by providing the drivers of electric vehicles with complementary tools, such as mobile applications, to aid them with charging. However, for these tools to be effective, it is important that they are designed with usability in mind. The focus of this thesis is enhancing usability in mobile applications for charging stations. In order to achieve this, a mobile application called Greencharge Infra is used as a case. The current design of this application is evaluated using Nielsen’s 10 heuristics of usability. Additionally, a user survey is sent out to representative users in order to better understand the user needs in these kinds of applications. Based on the findings from the evaluation and the user survey, and knowledge from established usability principles, a redesigned application is proposed. This proposal is later tested on representative users to ensure that the new design is living up to usability expectations. During the test, five criteria of usability are evaluated, these are efficiency, errors, satisfaction, memorability and learnability. The usability test result show that the new design of the application was efficient, induced few errors, was pleasant to use, and easy to learn. Therefore, the overall result of this thesis indicates that applying principles of usability in a real world case does work. The research has also led to wider understanding of how crucial usability is in mobile applications for charging stations.

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  • 14.
    Arvola, Mattias
    et al.
    Department of Computer and Information Science, Linköping University, Linköping, Sweden.
    Forsblad, Mattias
    Department of Computer and Information Science, Linköping University, Linköping, Sweden.
    Wiberg, Mikael
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Danielsson, Henrik
    Department of Computer and Information Science, Linköping University, Linköping, Sweden.
    Autonomous vehicles for children with mild intellectual disability: perplexity, curiosity, surprise, and confusion2023In: ECCE '23: proceedings of the European Conference on Cognitive Ergonomics 2023, Association for Computing Machinery (ACM), 2023, article id 25Conference paper (Refereed)
    Abstract [en]

    Self-driving buses will be part of the public transportation system of the future, and they must therefore be accessible to all. The study reported in this paper examines the user experiences of 16 children with mild intellectual disability riding a self-driving bus. The qualitative analysis, performed by iterative affinity diagramming, of interviews, observations, and a co-design session with five of the children, suggests that familiar situations were characterized by contemplation and curiosity, while unfamiliar ones were characterized by surprise or confusion. The temporal structure of past, present, and future situations in the field of attention played a significant role in the children's experiences. This leads to design considerations for an explainable interior of self-driving buses.

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  • 15.
    Asklander, My
    Umeå University, Faculty of Social Sciences, Department of Psychology.
    Intrinsic Motivation in Mixed Reality Games: User Engagement and Experience2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    As Mixed Reality (MR) games are becoming more and more integrated into healthcare, the need to create engaging and motivating games for rehabilitation purposes is of the utmost importance. To investigate what factors in MR games make users intrinsically motivated and engaged, 13 participants played five games of different types and rewards. After each game, a questionnaire measuring four subcategories for intrinsic motivation was performed. After playing all games, interviews were conducted to voice the participants' opinions. The results showed that there were multiple factors in an MR game contributing to the engagement and motivation of the users. The questionnaire results also revealed a significant difference between the subcategory interest/enjoyment and perceived competence. The themes identified from the interviews were the need for the game to be sufficiently challenging, interaction with MR, curiosity, as well as emotional design. These conclusions suggest a start for future research with larger samples but are argued to be transferable to different sets of target groups.

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  • 16.
    Asplund, Ragnar
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Analys av gränssnittet påWebDB3.02013Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Webhotellsföretaget Vildmarksdata har haft för avsikt att uppdatera den kontrollpanel somderas kunder använder för att göra inställningar relaterade till saker som zoner, domäner ochepost. Kontrollpanelen har utvärderas efter webdesignprinciper, samtidigt som dess användarehar undersökts med hjälp av telefonintervjuer och webenkäter. Studien har resulterati en rad designförslag för en ny version av kontrollpanelen, en kartläggning av användarnaoch insikten att en stor del av kunderna inte känt till att kontrollpanelen funnits.

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  • 17.
    Assim Jalal, Mustafa
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Mobile Service Design: The effect of platform on the use of online services: A case study exploring uses of Facebook on desktop and a mobile environment.2012Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Many studies looked at mobile information needs of users and how to support those needs in the mobile platform and the challenges it holds. In this study I tried to take a different approach in arguing that the uses of the services available on the stationary set up are used with different motivations and goals on the various mobile platform context and therefore designing the mobile versions of those require careful considerations of that. I present the results of a study conducted to investigate how the use of Facebook mobile differ over the stationary and mobile platform and use that as an example to elaborate on the design considerations of similar services.

  • 18.
    Augustian, Midhumol
    et al.
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    ur Réhman, Shafiq
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Sandvig, Axel
    Umeå University, Faculty of Medicine, Department of Pharmacology and Clinical Neuroscience, Clinical Neuroscience. Norwegian University of Science and Technology (NTNU), Norway.
    Kotikawatte, Thivra
    Umeå University, Faculty of Medicine, Department of Pharmacology and Clinical Neuroscience, Clinical Neuroscience.
    Yongcui, Mi
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Evensmoen, Hallvard Røe
    Norwegian University of Science and Technology (NTNU), Norway.
    EEG Analysis from Motor Imagery to Control a Forestry Crane2018In: Intelligent Human Systems Integration (IHSI 2018) / [ed] Waldemar Karwowski; Tareq Ahram, Springer, 2018, Vol. 722, p. 281-286Conference paper (Refereed)
    Abstract [en]

    Brain-computer interface (BCI) systems can provide people with ability to communicate and control real world systems using neural activities. Therefore, it makes sense to develop an assistive framework for command and control of a future robotic system which can assist the human robot collaboration. In this paper, we have employed electroencephalographic (EEG) signals recorded by electrodes placed over the scalp. The human-hand movement based motor imagery mentalization is used to collect brain signals over the motor cortex area. The collected µ-wave (8–13 Hz) EEG signals were analyzed with event-related desynchronization/synchronization (ERD/ERS) quantification to extract a threshold between hand grip and release movement and this information can be used to control forestry crane grasping and release functionality. The experiment was performed with four healthy persons to demonstrate the proof-of concept BCI system. From this study, it is demonstrated that the proposed method has potential to assist the manual operation of crane operators performing advanced task with heavy cognitive work load.

  • 19.
    Bachmann, Lea
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    A provocation around the ethics in human-conversational agent relationships: A contribution to an ethically responsible future between humans and conversational agents2021Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The usage of conversational agents in domestic spaces is increasing every year and with this ethical issues that we have not anticipated will arise, both because these relationships are human-like and not human-like.This thesis shows that ethically responsible relations- hips between humans and conversational agents in private contexts and domestic environments are much more than conversational design. This project is not primarily focussing on designing dialogues, words, and voices but takes a closer look at the qualities and values these relationships are based on. It is looking at how agents are staged, using design fiction as a methodlogy and medium to raise questions around the impacts of these relati- onships. Furthermore, it is also pointing out some of the possible unintended consequences that could occur if these agents are staged, like personaswith human-like features or if technology goes in between human-human relationships.After multiple design explorations and realizing how complex human-agent and human-human re-lationships are, I realized that the best way to make an impact was not to provide solutions on how ethically responsible relationships between humans and conversational agents should look like. Instead, I have created a set of fictional design ar- tifacts in different future contexts. They aim to point out what designers who design for these relations- hips need to tweak and pay attention to to create more ethically responsible futures.As I created these design fictions, I aimed to find a good balance between humor, provocation, and abstraction to leave room for people‘s imagination. In addition, I am hoping to provoke enough for my audience to feel triggered to raise even more re- levant questions and point out further opportunities for other designers to build on my work.Finally, a fictional design organization was created, which I called “A(i)activists“. I see this as a space where the design fiction can live on and a great medium to communicate the project vision and mis- sion and create a small place for ongoing debates and input from a diverse audience.

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  • 20. Backman, Anders
    et al.
    Bodin, Kenneth
    Umeå University, Faculty of Science and Technology, High Performance Computing Center North (HPC2N).
    Lacoursière, Claude
    Umeå University, Faculty of Science and Technology, High Performance Computing Center North (HPC2N).
    Servin, Martin
    Umeå University, Faculty of Science and Technology, Department of Physics.
    Democratizing CAE with Interactive Multiphysics Simulation and Simulators2012Conference paper (Other academic)
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  • 21.
    Baeckman, Johannes
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Gamification in Disc Golf: Using Gamification to Improve Disc Golf User Experience2022Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Gamification is at its core a way to make a serious task more fun. This paper examines the potential use of gamification within the sport of disc golf and tries to determine whether a gamified variant of the sport can increase fun and improve the disc golf user experience. In practice, this meant creating and testing a gamified disc golf concept with the product's end-users, in other words, disc golfers.   

    The method used in creating the gamified disc golf concept was the Lean UX Cycle, consisting of the three stages think, make, and check. Working through two full cycles of the three stages, a mobile application was realized on which the concept was built around and used for playing. 

    The resulting gamified concept, named Disc Golf Party (DGP), was tested in one lo-fi and one hi-fi variant. The tests resulted in lots of laughter, and the common denominator seemed to be that the participants were having fun. From the group interviews held at the end of each test, mastery seemed to be the biggest motivational factor for regular disc golf. This, in turn, lead to the participants realizing that the fun factor in disc golf was heavily related to them actually playing well. From the user tests of DGP, it was clear that the participants were having fun, even when not not playing well. This indicated that DGP could be more fun in some sense when the player is looking to play more of a casual round. Even though several participants agreed that they were having more fun playing DGP, not a single participant expressed that they preferred DGP over regular disc golf.

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  • 22.
    Bahtiri, Blerand
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    UX and Service Design for Zbee Based Corporate Carsharing2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    What transportation means corporations choose for satisfying their mobility needs may have an essential impact on the environment. Choosing environmental friendly, alternatives such as battery driven light electric vehicles, would mean drastically contributing to a more sustainable environment. Meanwhile as carsharing solutions, continuously rise in popularity together with other sharing economy business models so do their possibilities to satisfy the mobility needs for corporations either by them implementing their own carsharing service or by investing on external services offered by established carsharing operators. This thesis has investigated and designed for a Zbee based corporate carsharing service, to be used between the affiliates of Vinngroup in Gothenburg. A Zbee is a light electric three-wheeled vehicle. Based on user-centred service design methods, methods suggested for sharing economy solutions, as well as user experience design methods, this thesis identified that users have different individualistic needs in a workplace and prior experiences that affects how they will use the service.In order to satisfy these different needs, it was found, the system needs to provide real-time vehicle and scheduling information for ensuring the users vehicle availability and service reliability, being one of the first requirement from the users. Further the service should provide users with functions that help users through the different use phases that were identified during this work. The findings found were then presented visually by designing mobile application prototypes and testing them on participants iteratively. The final set of prototypes was further evaluated by using the System Usability Scale, an effective and popular tool for measuring the usability of products and services. This evaluation gave the scores 77.5, 92.5, 90, 87.5 and 72.5, thus this giving a mean-value of 84 and a median of 87.5. All these scores suggests the prototype has high usability.

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  • 23.
    Balta, Amine
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Personalised News in the World of Internet: Exploring solutions for a tailored news experience2020Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The landscape of news consumption has drastically changed, and so has the expectations. It is no longer about sitting at the breakfast table and reading the physical newspaper, the reader expects a well working digital solution. Studies are showing that loyalty to one specific news brand is low and that the younger generations are getting their news from many different sources and outlets. One way to build a habit and increase loyalty to one specific news publisher is through personalising the experience for every user. This study aimed to investigate the landscape of personalisation on the Internet and how it can be adapted to the experience of reading news on the phone. A literature study was conducted to gather information. It later resulted in a user research with the help of human-centred design and the design thinking process. The user research included a survey and in-depth interviews. A mixed-method was applied as both quantitative and qualitative questions were asked during the investigation. Based on previous research, a hi-fi prototype was designed. What was found was that news consumers expect to get informative and relevant news. However, the attitude towards personalisation was carefully positive with some hesitations and fears. Results suggested that people are afraid of the filter bubble and do not want to risk missing important news. Building a habit that later evolves to a commitment from users can be done in multiple ways. Implementing user-friendly push notifications was found to be one of them.  The results of the interviews also gave some insight into attitudes towards push notifications. The results suggested that the users had a strong expectation of transparency which played a massive role in the design process. Which resulted in an including and open design were the user is in control of the content they consume. 

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  • 24.
    Bampouni, Elpida
    et al.
    Umeå University, Faculty of Social Sciences, Department of Psychology.
    Kaptelinin, Victor
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Interaction Design Issues in the Development and Assessment of Stress Management Apps: A Scoping Literature Review and Analysis2020In: CHIRA 2020 - Proceedings of the 4th International Conference on Computer-Human Interaction Research and Applications, SciTePress, 2020, p. 233-243Conference paper (Refereed)
    Abstract [en]

    A number of smartphone apps have been developed in recent years to help people cope with stress and promote mental well-being. Such apps have attracted significant attention in current research. However, interaction design issues, such as usability and user experience, have so far been relatively unexplored. This paper presents a meta-analysis of studies of mobile apps for stress management and mental well-being, specifically focusing on interaction design issues. Through a scoping literature search we selected the total of 46 articles, published in the last decade, for qualitative in-depth analysis. The analysis reveals that the main interaction design issues addressed in the papers are ease of use, user engagement, and privacy. Key opportunities and challenges for future work are discussed.

  • 25.
    Bark, Lars Filip
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Develop a conceptual Design System for an Automatic Test Equipment2020Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
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  • 26.
    Beauprez, Kimberley
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Carefree in 2060: Pension saving for a full life2023Independent thesis Advanced level (degree of Master of Fine Arts (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The pension system in Sweden today is a very simple system. Taxed incomes generate pension incomes, paid out monthly after retirement. Yet the topic seems riddled with emotions; guilt, shame and anxiety over what you should or should not do. Increasing inflation, population age and climate change are projected to pose big threats to pensions in the coming decades. By 2060, pension incomes are projected to diminish substantially. Yet the future brings hope too; the gender gap in pension incomes is today at 30% and is projected to go down to 4% by 2040 as the changing view on women in the workplace and policy making is evening the (occupational) field.

    To learn about pension on the personal, professional and societal layers, I conducted conversations with professionals working for the pension agency, banks, savings solutions and researchers at economics and sociology departments at universities, as well as with individuals with pension planning on their minds (or not). The professionals argued that financial literacy teaches how simple the system is while the individuals feel overwhelmed and confused, showing that the system is not complicated but feels complicated. This dissonance became the space for designing.

    I propose to look at money as an actor we have a relationship with, to scale away guilt, shame or anxiety and leverage the positives. Through the strategic use of reflection, we learn about our ongoing relationship with money; formed in childhood, and shaped by everyday life planning towards the future. Thus, we grow towards a life where money serves us by investing in our values, hopes and dreams. As we change our financial behaviour today, we change our relationship in the future.

    The value of money does not start with the currency, but with the intention of use, in the hopes and dreams of a person that wants to spend their time with families and hobbies, not with stocks and funds. Looking at financial planning more holistically shows how the established system is biased, rejecting those that do not speak the language. We as designers can be mindful of this and make more inclusive tools to learn this financial language. Insofar the system can be changed is what I examine through speculative futures methods and designs.

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  • 27.
    Bennmarker, Signe
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Exploring the Future of Movie Recommendations: Increasing User Satisfaction using Generative Artificial Intelligence Conversational Agents2023Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis explores potential strategies to enhance user control and satisfaction within the movie selection process, with a particular focus on the utilization of conversational generative artificial intelligence, such as ChatGPT, for personalized movie recommendations. The study adopts a qualitative user-centered design thinking approach, aiming to compre-hensively understand user needs, goals, and behavior.

    In-depth interviews were conducted, utilizing the "Thinking aloud"method and trigger materials to elicit rich user feedback. Participants interacted with ChatGPT and various prototypes, providing valuable insights into their experiences. The study found that participants felt more in control when given the opportunity to specify wishes. In addition, the users found that the experience of receiving recommendations through ChatGPT was more satisfying than their usual way of receiving recommendations for movies. Furthermore, participants expressed a desire for additional information about recommended movies and more novel suggestions.

    The prototypes, designed as triggers for user feedback, were generally well-received, providing an engaging and fun user experience. Despite some participants expressing challenges in specifying movie choices based on an emotion, this new approach to movie selection was viewed positively.

    Despite limitations concerning the study’s validity, reliability, and testing situation, the findings suggest the potential of generative artificial intelligence conversational agents in enhancing the movie selection process. It is concluded that iterative design improvements and further research is necessary to fully leverage the potential of natural language processing technologies in recommendation systems. The study serves as a preliminary investigation into improving movie recommendations using generative artificial intelligence and offers valuable insights for future developments.

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  • 28.
    Berglund, Anton
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Digital screen for appointments and employees2014Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    With a digital screen a company can provide a simple way to inform its employees and visitors about what is going on at the oce. The company KnowitAB wished to be able to display upcoming events through such a digital screen.This thesis describes how a solution was designed and implemented to suit the needs of the company.By using the design process a web based solution was built able to display events retrieved from the company's Exchange server on a digital screen. The solution was also built as a web site, making it accessible from outside the office so that employees can look up information on the go. The resulting solution is going to be installed in Knowit's office in Umeå, with a future vision of installing it in several other Knowit offices.

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    Anton Berglund Thesis
  • 29.
    Berglund, Ingrid
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Design systems for accessibility: Creating a sustainable methodology for workplaces within web development2023Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Although accessibility benefits all users of the web, irrespective of their abilities and disabilities, many web applications fail to fulfill basic accessibility requirements. Designers and developers need to improve their work with accessibility in order for digital inclusion to be possible. This thesis investigated how a design system can support them in producing accessible applications. It used a design approach to formulate an accessibility methodology for creating and maintaining a design system. Interviews and ideation workshops were held to understand the problem and generate solutions. A methodology was put together and evaluated through expert reviews, focus grouping, and user testing. The thesis resulted in 10 guidelines for how to promote accessibility through a design system. Central to the guidelines was that companies adapt the work with accessibility to their specific situation, by setting their own goals and creating tools for the different stages of the employees' work processes. The thesis concluded a design system can help designers and developers not feel overwhelmed by accessibility requirements, and focus on what is relevant to the task they are currently performing. A design system that is merely a storage for components can only assist designers and developers with a fraction of the accessibility requirements. Greater potential is held by a design system that is made into a platform for accessibility, by providing guidance on how to use components and being referenced in testing procedures. 

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  • 30.
    Bertheim, Jane
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Designing Digital Nudges to Encourage Sustainable Decisions: Developing and Testing a Framework2018Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The awareness of environmental impacts lead to that organizations are starting to work towards UN's global sustainability goals. To influence customers into a more sustainable behaviour, organizations have the potential to look at nudging as a tool. A nudge is a way to alter peoples behaviour into taking a certain decision. However, since many organizations offer their service or product in the digital environment, such as websites or apps, increased knowledge of digital nudging is required. This thesis aims to establish a framework for how nudges should be designed and used on digital platforms to encourage sustainable decisions. The purpose is to enlighten designers of digital environment of the potential of nudges, pitfalls to avoid, and a general design process to follow. The framework is based on a literature study and interviews with people familiar with the concept of nudging. To examine how the framework works a case study is performed, this includes a workshop, performing a user research, developing prototypes and finally, conduct user tests. By testing the framework further methods could be found, this meant that more practical steps could be included in the framework. The result of this thesis shows that the framework proved to be useful and functional to use when designing digital nudges to encourage sustainable decisions.

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  • 31.
    Billman, Christoffer
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Navigating Trust: The Impact of UI Usability on Perceived Security2024Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Use of computerized systems with user interfaces (UIs) is very high in the developed world, and is increasing rapidly everywhere else. The security of these systems are of utmost importance, but so is also the perception of security that people have of them.

    Therefore, this study investigates if there is a link between how usable systems with UIs are, and how securely they are perceived.

    This was done by constructing a custom and novel experimental setup, where 37 people (n=37) participated online through a website. The website guided participants through a realistic scenario, and then gave them a number of tasks to perform in a mock E-banking application. Participants then answered some questions regarding the usability and security of the mock E-banking application. This E-banking application was designed with the help of the Design Thinking methodology and heuristic evaluations.

    For most of the results, statistical significance could not be demonstrated. However, the results suggest that there may be a link between usability and perceived security, albeit quite weak. The relationship is hypothesized to be easily overshadowed by other aspects such as authentication procedure and reputation.

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  • 32.
    Biltharia, Ashutosh
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    animo- "Engaging children in storytelling activity through physical play”2021Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Today’s generation is born with digital devices like computers, tablets, smartphones, and gaming consoles. Children’s passive engagement with digital mediums (digital devices and the content they offer) has become a primary concern for parents because it limits children’s learning opportunities through physical play. In this digital age, we cannot completely take away these devices from children’s sight. Still, we can create more situations and contexts that encourage children to reduce their time with digital mediums and/or convert children’s passive engagement into an active engagement.

    This research-informed design project aimed to understand children’s (aged 8-11) motivations, aspirations, likes, dislikes, and engagement with different physical and digital activities in their daily lives. Learning from different phases of the design process was applied to design a proposal that helps increase children’s physical play during their engagement with digital activity.

    Method: Findings from the exploratory research led to a few opportunity areas, which were further investigated using research through the prototyping method. User personas, their needs, and their involvement in different activities inspired me to define a few design principles I followed throughout the project to evaluate my design decisions. I set my initial research question as “How might we integrate ‘digital mediums’ with the qualities of ‘physical play’ to provide our children more exciting growth opportunities.” I could probe, test, observe, learn, and finally prototype a few scenarios that enabled children’s physical play during the digital activity.

    Result: The final concept is “animo- A tool to engage children in a storytelling activity through physical play.” The concept combined children’s current interest in digital mediums with their interests in the creative activity of drawing and doodling. It creates opportunities for children to build the creation by COMBINING two or more objects or mediums, by ENGAGING in physical play and/or with the surrounding, and SHARING the creation that increases their social interactions.

    Children learn drawing, handwriting, animation, and storytelling skills. They become more curious, observant and notice more the living and non-living things. Bringing feelings and emotions to their drawings increases their expressive and imaginative abilities. They develop empathy, love, and care by sharing their creation with others. Small recognitions of their creation give them a sense of being noticed and encourages them to explore more. Animo helps children learn storytelling through animation, but more than that, it exposes them to the infinite possibilities of learning through physical play.

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    'animo- Engaging children in storytelling activity through physical play'
  • 33.
    Birgersson, Fredric
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Emotion by Design: An exploration of evoking ‘relief’ through a mobile app2022Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Kurr is a foodtech startup developing a mobile app with the purpose of answering the question “what to eat?”. The company has built a brand identity in order to stand out among the more than 5,7 apps available in the biggest mobile app markets. As a part of the brand identity, the company aims to implement the emotion of ‘relief’ in the interactions between the app and its users. A unique attribute of ‘relief’ is that it must always appear immediately after some other aroused emotion. The objective of this study was to examine if it is possible to evoke ‘relief’ through a mobile app.

    Design thinking was the method applied in this study. The method has a big focus on the human, the users of the app in this case, by conducting interviews and user testing throughout the whole process. Phases of generating a big amount of ideas have alternated with phases of filtering out the best ones. To trigger the emotion of ‘relief’, the user flow was split into the following steps; 1. make it easy to get started, 2. motivate to keep on and charge up ‘joy’, 3. generate a climax of the preceding emotion, and 4. evoke the feeling of ‘relief. These steps were then implemented in a prototype.

    The prototype was later tested and the test results did not show evidence of how the emotion of ‘relief’ can be evoked through a mobile app, but it suggested that the result could differ if the tests were conducted in a real-life situation instead of a test environment. The research showed a significant result that the emotion of ‘joy’ was evoked when interacting with the prototype. The validity of the result should be further investigated though, with new user tests in a real-life environment and with a higher number of participants. 

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  • 34.
    Björk, Sara
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Enhancing user experience through post-donation transparency2022Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Donating to charity is a phenomenon found in cultures and religions worldwide. Studies have examined how to attract donors, get them to engage, and eventually make a donation. But what happens after? The post-donation part of the process is less explored and often lacking in transparency toward the donor; where did the donation go, and how can the donors make sure it reaches the intended beneficiaries?

    This study investigated how post-donation transparency can enhance the user experience of donating money by identifying the donor’s needs and desires post-donation and fulfilling them in a design proposal. The Double Diamond model of design and its four phases were chosen to achieve this. In the first two phases, Discover and Define, the problem space was explored and defined through a literature study and initial interviews. The interview data was analyzed through the Affinity Diagram method resulting in two ”How might we”-questions. The needs and desires of users were also identified at this stage. A brainstorming session based on the ”How might we”-questions initiated the following, and last phases Develop and Deliver. Prototypes of different levels of fidelity were then created and tested on both users and experts before finally landing in a design proposal.

    Results showed that the elements added for creating post-donation transparency were appreciated by users and experts alike. A high score from a UMUX-LITE usability test suggested that the prototype was usable, elements in the prototype were pointed out for achieving transparency, and all participants expressed positive feelings after using the prototype. Therefore, the prototype was concluded to have achieved post-donation transparency within the frames of this study.

    Further studies are recommended as the final prototype was never tested on users. The hope is that more tests would give a better understanding of how user needs and desires could be achieved post-donation.

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  • 35.
    Björklund, Hedvig
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    How to efficiently onboard new users to a complex structured SaaS solution for data analytics2021Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    How can a user be onboarded seamlessly to a new complex SaaS solution for data analytics? This thesis covers how different design principles and onboarding frameworks can create an efficient user flow and user interface for onboarding users to the complex data analytic tool Link. A literature study was conducted to find good frameworks for onboarding and define usable concepts fitted to user experience and onboarding for a data analytics tool. Four personas of different user types were conducted to understand better what users need to reach value. The current issues with Links onboarding were tested with four user interviews and tests. Two expert heuristics evaluations were conducted on two different onboarding processes in two different Saas-solutions for data analytics. A user flow was conducted based on a literature study, the four personas, the user tests/interviews, and the heuristic evaluations. A lo-fi prototype was created. Two online surveys based on the lo-fi and user flow questions were created and distributed through email and online. One survey was directed to auditors, the target group for Link, and the other to working adults over 18. A hi-fi prototype was implemented into the existing application Link. Another set of user tests and interviews was conducted to improve the user flow further. In the end, a theory about the best user flow for onboarding users to a new complex data analytics tool was presented. The study shows the importance of knowing the product users and how to deliver them the value proposition within a new complex application. 

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  • 36.
    Björkman, Maria
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    SOFTWARE TEST AUTOMATION: Implementation of End-to-End testing in web application2024Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Today’s software applications are often scattered in many layers, suchas connected to cloud services or third-party solutions. This makes itimportant to ensure that a software application works as intended ina real-world setting, especially when changes are made to the codebase. End-to-End (E2E) tests are made to ensure the software has theexpected behavior from an end-user’s viewpoint. Automation of thesoftware testing process is often implemented since it has the potentialto be more time-efficient than manually inspecting the behavior of thesoftware application.

    This thesis describes the work of implementing automated E2E tests foran e-learning application. The first step in the project was to identifywhich automated testing tool would best suit the criteria laid out for theproject. The criteria were that the testing tool needed to have supportfor testing in the Chrome browser, support for using JavaScript as theprogramming language, and to be open-source and possible to be usedfree of charge. A literature review and a comparison of the most popu-lar E2E testing tools yielded the result that Playwright was best suitedas the automated testing tool because it has good documentation and isspecifically a tool for implementing End-to-End tests. After that, a testsuite consisting of 11 test cases was implemented in Playwright. Thetest cases were evaluated and improved in an iterative process con-cerning robustness and performance. This project supports previousobservations that automation of the test process is time-consuming inthe initial stage.

    This thesis concluded that Playwright is a suitable tool to use withinE2E testing, with a low learning curve. Furthermore, it concluded thatthe robustness of the tests is an important factor for the tests to be use-ful in the testing process. Tests that unexpectedly fail on occasion needto be properly investigated. It would be important to have a proper testenvironment where test data can be reset, so all the desired user flowscan get a test case. Developers and testers benefit from working closelytogether. The collaborative company can take the findings from this re-search for future reference, in case they decide to update the company’scurrent testing process.

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  • 37.
    Björkqvist, Maja
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Asking for a friend: Youths experience with youth health centres in Sweden2020Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis explores the stigmas and taboos surrounding youth health centers in Sweden and how this might be hindering young people to visit the youth health centers. It’s exploring how this can be challenged and how the threshold can be lowered by involving the informal support system and bringing the youth health center to the youth arena which allows for a more informal type of support and guidance. The youth health centers in Sweden have been around since 1970 and are a well known and established form of healthcare, yet the majority of the visitors are young women. How come? I’ve been working from the hypothesis that there is a need for more youth to seek help but that they for various reasons don’t manage to make it all the way there. There are many stigmas surrounding topics that the youth health center is dealing with, such as sex, depression, or domestic violence. This is especially true for young people on the edge between childhood and adulthood. Using a human-centered design approach this project has through the involvement of adolescents, midwives and youth workers among others, been exploring challenges and finding opportunities where interaction design can be used to improve the situation for the youth that do not make it to the youth health centers but that want and would benefit from their services. The final design proposal is an ambassadorship, aimed towards adults already part of the informal support system, that will enable youth to feel more empowered to seek help. It is set up to reach the youth in new ways, in an informal manner to bring the solution to the youth and to create a more comfortable space for them to open up within. Part of this is also a service for youth to effortlessly get in contact with the youth health center and to create personal connections to its personnel through link cards and video presentations. These connections are there to prepare the youth and to lower the bar of contact by building trust and humanize the help-seeking process. To make it clear that they are not trying to contact an institution but a person.

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  • 38.
    Björnfot, Patrik
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Kaptelinin, Victor
    Umeå University, Faculty of Social Sciences, Department of Informatics. University of Bergen, Norway.
    Focus Group Foci: employing Participants' HCI and Application Domain Expertise in Interaction Design2015In: New Contributions in Information Systems and Technologies / [ed] Alvaro Rocha, Ana Maria Correia, Sandor Costanzo, Luis Paulo Reis, Springer Publishing Company, 2015, Vol. 353, p. 1057-1063Conference paper (Refereed)
    Abstract [en]

    The paper reports a study in which two aspects of interaction design - human interaction with technology and acting through technology were analyzed in the context of participatory sessions having the focus group format. The sessions were conducted as a part of redesigning a novel digital artifact, a web-based project management tool. An initial prototype of the artifact was introduced to two different groups of participants possessing expertise in, respectively, human-computer interaction (HCI) and teaching and learning, a key target application domain for the tool. Re-design suggestions provided by each of the focus groups were found to address issues with both user interface and functionality of the prototype. The main difference between the groups was in whether they primarily focused on interaction efficiency or artifact's integration into a larger social and technological context. Implications of the study for further development of participatory methods in interaction design are discussed.

  • 39. Blevis, Eli
    et al.
    Bødker, Susanne
    Flach, John
    Forlizzi, Jodi
    Young, Heekyoung
    Kaptelinin, Victor
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Nardi, Bonnie
    University of California in Irvine, USA.
    Rizzo, Antonio
    Ecological perspectives in HCI: promise, problems, and potential2015In: CHI EA '15: proceedings of the 33rd annual ACM conference extended abstracts on human factors in computing systems, New York: ACM Press, 2015, p. 2402-2404Conference paper (Refereed)
    Abstract [en]

    The aim of the workshop is to provide a forum for researchers and practitioners to discuss the present and future of ecological perspectives in HCI. The participants will reflect on the current uses and interpretations of “ecology” and related concepts in the field. The workshop will assess the potential of ecological perspectives in HCI for supporting rich and meaningful analysis, as well as innovative design, of interactive technologies in real-life contexts.

  • 40.
    Bley, Jessica
    et al.
    AD Safe Experience, Volvo Cars, Chalmers University of Technology, Gothenburg, Sweden.
    Eriksson, Alexander
    AD Safe Experience, Volvo Cars, Gothenburg, Sweden.
    Johansson, Lisa
    AD Safe Experience, Volvo Cars, Chalmers University of Technology, Gothenburg, Sweden.
    Wiberg, Mikael
    Umeå University, Faculty of Social Sciences, Department of Informatics. Chalmers University of Technology, Gothenburg, Sweden.
    Design friction in autonomous drive: exploring transitions between autonomous and manual drive in non-urgent situations2023In: Personal and Ubiquitous Computing, ISSN 1617-4909, E-ISSN 1617-4917, Vol. 27, no 6, p. 2291-2305Article in journal (Refereed)
    Abstract [en]

    In the ongoing turn to automation, the growing trend towards the design of conditionally and highly automated vehicles (C/HAV) is evident. In a CAV, the driver no longer needs to partake in the driving. However, the vehicle might send a takeover request (TOR) when the CAV's system reaches its operational boundaries, i.e. a call for a transition from autonomous to manual drive. Previous research on TORs has focused on the context of urgent situations, e.g. hazards and unpredictable events. Furthermore, it has been noted that drivers’ situation awareness (SA) deteriorates after being in autonomous drive. However, less is known about TORs in non-urgent situations. Motivated by this need, the study explores how design friction can serve as a guiding concept for transferring control between autonomous and manual drive in non-urgent situations to increase situation awareness. Design friction is defined as elements of interactions that steer attention and guides the driver to take informed decisions. The work resulted in prototypes that leveraged design friction as part of a takeover sequence. The proposed design was empirically evaluated in a fixed-base medium-fidelity driving simulator. The results indicated that the level of friction might have been too extensive, as some annoyance was expressed. However, participants claimed to feel calm and aware of their surroundings at the moment of regaining control of the vehicle. This suggests that design friction is a promising tool for guiding concept design to enhance transitions from autonomous to manual drive.

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  • 41.
    Blomqvist, Jesper
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Evaluating the Game Approachability Principles for Designing Strategy Game Tutorials2020Independent thesis Advanced level (degree of Master (Two Years)), 300 HE creditsStudent thesis
    Abstract [en]

    The approachability of a game is determined by the ease of which a player may learn how to play it. Most often, the player is taught how to play a game during a specially designed first level, called the tutorial level. In order to evaluate the approachability of a game, Desurvire et al. created the Game Approachability Principles (GAP) and suggested that GAP could potentially also be used to design game tutorials. This was tested in this paper by using GAP during an iterative design process of a strategy game tutorial. Each tutorial iteration was user-tested and heuristically evaluated. This study suggested that the use of GAP during the design process had resulted in a successful game tutorial. However, as there was a difference between identifying and solving an issue, some revisions to GAP were suggested to improve the usage during design processes’.

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  • 42.
    Brodin Berggren, Lenita
    et al.
    Umeå University, Umeå University Library.
    Josefsson, Malin
    Umeå University, Umeå University Library.
    New ways to search the library catalog2014Conference paper (Other academic)
    Abstract [en]

    New ways to search the library catalogImages, animations and sound has not an obvious role as information carriers in the library catalog. To create a new interface which inspires and allows a more visual browsing we collaborated with children, artists, design students and software developers. The prototype has been implemented on an interactive touch floor screen. The new interface is based on the circle form, is voice controlled and has images and animations in focus. This new information landscape involves the whole body in the search process. The interface can of course be displayed on more common technological devices as smartphones and tablets.

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  • 43.
    Bylund, Adam
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Data Pipeline Design for Audit Analytics: Data Ingestion Tools Evaluation & Proof of Concept2023Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The amount of data and its importance is increasing for many industries. To fully take advantage of the data it must be easily accessible and understandable for the user. From a software perspective, the applications used for analyzing the data should be developed with this aspect in mind. Link Visualizer is a Software as a Service (SaaS) solution developed by the company Senseworks, intending to develop an application to provide this service for the audit industry. As the number of active users increases it has been discovered that this also correlates with the desire for data gathering from different third-party sources. A development that the current solution of different microservices has difficulty handling. The implementation of this functionality can be achieved by various alternatives of software architecture. The overall architecture of the new data integration solution is determined to be a data pipeline.

    This thesis aims to investigate which data extract tool within an data pipeline is the most suitable for Link based on requirements regarding scalability, maintainability, and supportability. The initial part of the study includes an evaluation of different tools that can be considered as contenders for the new solution. The final decision is based on an Architecture Decision Record which helps in the process and increases the chances of making a correct architecture decision. A Proof of Concept (PoC) is then developed to provide practical insight into the chosen tool and to prove if it is suited for implementation in a production version to replace the current solution.

    The result of the evaluation process showed Airbyte to be the most suitable option. Therefore, a PoC with two third-party data integrations was implemented using the Airbyte Open Source framework. The finished PoC showed possibilities for improvements in all areas of the requirements. However, it should be pointed out that a PoC doesn’t prove the correct or perfect solution, only that it can be done.

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  • 44.
    Bäck, Fredrik
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Back-end development of mobile application for the collection of dietary data2012Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Smartphones are used by incredibly many people, and in 2011 there where a total of 491.4 million units soled worldwide. This makes it a relevant technique for performing dietary studies when the test patients are on the move. This thesis shows how to create a back end environment for an Android application with existing techniques linked together, using MSSQL database, Visual Studio Web Service, web pages and C# classes and ASP.NET security. The back end development is used in a dietary study on Gothenburg University, butcould be applied on many similar back end projects using databases and server development.Techniques used in this thesis are: REST (Representational State Transfer) -client implementation and development inside the Android application, using HTTP methods to set and get information from the server and database, and JSON-format to read and transferinformation in an easy and understandable way, both from the Android application and from the database. FileMaker is also used in this project as a third part programme tovisualise the information in the database.

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    Master thesis
  • 45.
    Bäckström, Tove
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Large digital screen as a corporate communication channel: Enhancing the dissemination of information, administration and interaction2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Public areas are more and more equipped with digital screens that are used to inform or promote a particular product. This is a way to communicate with the people on that area. The idea is to get people's attention, make them read and take in information and possibly buy the product that is marketed. This type of digital display is called digital signage and can also be used as an information channel of a company where information directed to employees and visitors is displayed. CGI Östersund has a screen placed in their office that works as such an information channel.

    This thesis is about investigating and analyzing the current presentation and creating a new solution with a custom interface that will be more effective and engage more people.

    The new solution is interactive and clickable with the help of a mouse. A user study has been done using a Kinect sensor to see how many people are watching the screen, how long they look at the screen and from what distance. This data was also supplemented by a survey sent to the employees at CGI Östersund. The result of the user study shows that there was no significant difference between the previous solution and the new one. This may be due to two main reasons: the lack of time in which the experiment was performed and the location of the digital screen that is not currently optimal.

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  • 46.
    Carlsson, Lovisa
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Designing a Digital Voice-Controlled Travel Guide: Investigating the User Experience of Voice-Controlled Customer Service2019Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
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    Titel: Designing a Digital Voice-Controlled Travel Guide
  • 47.
    Cederberg, Mattias
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    The Anatomy of a Paywall: Insights and recommendations on charging for online news2019Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In the wake of digitalization and recent technological innovation, news consumers have increasingly moved to online spaces to access news. As changes in consumer behavior appear even within these new contexts, several legacy news publishers that are often linked with high journalistic quality and trust are struggling to monetize on their content. In such struggles, an increasingly common sight over the last couple of years is the implementation of paywalls; digital boundaries that require consumers to pay before accessing content. This work applies a design thinking approach, utilizing a mixed-method methodology by interviews, surveys, workshops, prototyping, and testing, to explore the users’ experiences of navigating this landscape, while at the same time taking the perspective of legacy news publishers into account. The first part of the report entails the identification of a set of design challenges in this regard. The second part focuses on one such challenge—the onboarding experience of paying readership online—and explores possible solutions where the experience of the users and the business of legacy news publishers can merge. It argues that, while still inducing some degree of irritation in the users, a registration-first model with multiple choices to pay is likely to create new opportunities for news publishers as they seek to charge for content online, while at the same time being appealing to a larger audience. However, the role of the relationship between the individual reader and the content itself was identified as absolutely central in increasing the value perception of news online.

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  • 48.
    Chien, Yi-Ting
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Immersive Tour at Umeå’s Prison Hotel2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The overall purpose of this project is to develop an immersive storytelling experience that connects with both physical and social environment. To be specific, it focuses on the old prison in Umeå which was closed in 1981 and nowadays serves as a hotel. There are abundant historical materials related to the old prison preserved, and how might we transform such textual, historical information into relatively interactive experience. By collaborating with Hotell Gamla Fängelset ( Umeå’s Prison Hotel ), the result turns out to be an application in combination with augmented reality (AR), to build a guided tour that brings history to life at Umeå’s Prison Hotel. The tour not only demonstrates the plight of the prisoners, but also showcases the reform to humanized treatment over time, at the end linking back to the cozy hotel where the guests are staying. After users experience the tour application, it stimulates people’s imagination of the prisoners’ story and raises their awareness towards the cultural heritage that has always been forgotten.

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  • 49.
    Dam Roadley-Battin, Nikolaj
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Educational VR: An exploration of educational VR for professional users2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis explores Virtual Reality (VR) as a digital medium for teaching in a professional context. In collaboration with ABB, a pioneering technology leader, the thesis questions whether VR could be the future medium for training ABB service personnel. 

    The research discusses how you can design for VR, by drawing parallels to traditional mediums; Moreover, the research covers insights into the ABB education and VR explorations. 

    Three experience prototypes were designed as the final concept. These experience prototypes aim to highlight educational use cases through VR, covering collaborative work, safety guidelines and various utilities. The goal of the final experience prototypes is to engage potential users and designers in a dialog concerning VR as an educational medium of the future.

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  • 50.
    Danielsson, Karin
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Lindgren, Helena
    Umeå University, Faculty of Science and Technology, Department of Computing Science.
    Mulvenna, Maurice
    Computer Science, Ulster University.
    Nilsson, Ingeborg
    Umeå University, Faculty of Medicine, Department of Community Medicine and Rehabilitation, Occupational Therapy.
    Waterworth, John
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Digital technology in healthcare and elderly care2017In: ECCE 2017: proceedings of the European conference on cognitive ergonomics 2017, Association for Computing Machinery (ACM), 2017, p. 188-190Conference paper (Other academic)
    Abstract [en]

    The focus of this ECCE 2017 panel is on digital technology in healthcare and elderly care. The discussion concerns the design of technology and the use of technology for health. 

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