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Showing result 1 - 5 of 184 swedish dissertations matching the above criteria.
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1. Smart Homes and User Values : Long-term evaluation of IT-services in Residential and Single Family Dwellings
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
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2. User experiences with flexible offices
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
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3. Gameful experiences : The not so painful road to gainful behavior
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
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4. User Modeling for Adaptive Virtual Reality Experiences : Personalization from Behavioral and Physiological Time Series
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
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5. The Significance of Things : Affective User-Artefact Relations
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