Search for dissertations about: "user experiences"

Showing result 1 - 5 of 185 swedish dissertations containing the words user experiences.

  1. 1. Smart Homes and User Values : Long-term evaluation of IT-services in Residential and Single Family Dwellings

    Author : Greger Sandström; Ulf Keijer; Brian Atkin; KTH; []
    Keywords : TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; accessibility; developer; dwelling; construction process; evaluation; home; housing; information technology; intelligent building; long-term; model; post-occupancy evaluation; resident; service delivery; smart home; trust; usability; usefulness; user; user evaluation; user experience; user value; Architecture; Arkitektur;

    Abstract : Do residents find value in smart home functions? How should these functions be designed to offer user benefit? These were the governing questions of this study that involved nearly 200 families in three different housing projects during five years of occupancy. The housing units were equipped with advanced smart homes solutions, electronic and digital devices to control them, and a set of functions to increase comfort, safety and security in the homes. READ MORE

  2. 2. User experiences with flexible offices

    Author : Antonio Cobaleda Cordero; Chalmers tekniska högskola; []
    Keywords : SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; combi office; design research; office design; user studies; UX; user experience; activity-based flexible office; design qualities;

    Abstract : Different office types provide the preconditions for distinct user experiences. However, research evidence on how users appraise flexible offices such as activity-based or combi offices is not as abundant as in the case of the more traditional open-plan and cell offices. READ MORE

  3. 3. Gameful experiences : The not so painful road to gainful behavior

    Author : Johan Högberg; Erik Wästlund; Per Kristensson; Juho Hamari; Per Backlund; Karlstads universitet; []
    Keywords : SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Gamification; Gameful experience; Engagement; Customer experience; In-store marketing; Psykologi; Psychology;

    Abstract : The aim of this work is to investigate the experiences that users make when using gamified services and the effect that such experiences have on the targeted behavioral outcomes. Considerable attention is dedicated to the gameful experience, since this experience is necessary for gamification to affect the target behavior. READ MORE

  4. 4. User Modeling for Adaptive Virtual Reality Experiences : Personalization from Behavioral and Physiological Time Series

    Author : Luis Quintero; Uno Fors; Lijffijt Jefrey; Stockholms universitet; []
    Keywords : NATURVETENSKAP; NATURAL SCIENCES; NATURVETENSKAP; NATURAL SCIENCES; virtual reality; VR; machine learning; ML; user modeling; personalization; wearable; heart rate; HRV; biosensors; movement; behavioral; user experience; UX; spatial computing; metaverse; extended reality; XR; data- och systemvetenskap; Computer and Systems Sciences;

    Abstract : Research in human-computer interaction (HCI) has focused on designing technological systems that serve a beneficial purpose, offer intuitive interfaces, and adapt to a person's expectations, goals, and abilities. Nearly all digital services available in our daily lives have personalization capabilities, mainly due to the ubiquity of mobile devices and the progress that has been made in machine learning (ML) algorithms. READ MORE

  5. 5. The Significance of Things : Affective User-Artefact Relations

    Author : Viktor Hiort af Ornäs; Högskolan i Skövde; []
    Keywords : HUMANIORA; HUMANITIES; TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; User-centred desig; User experience; Significant things; Significant use; Significant consequences; Technology; Teknik; User Centred Product Design; Användarcentrerad produktdesign;

    Abstract : Products help people act, but also thrill, excite, and elicit fear, joy and anger. Artefacts are a natural part of people’s everyday lives, sometimes associated with values, dreams and aspirations. While traditional user-centred approaches have focused on efficiency and effectiveness of use, injury prevention etc. READ MORE