Utskrift från Malmö högskola - mah.se
Utskrift från Malmö högskola - mah.se
| Malmöspanaren - En digital plattform för deltagande förvaltning av Ma... |
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| Ehrenberg, Nils; Landstedt, Simon : Malmö högskola/Kultur och samhälle (2012) |
bachelor STUDENT ESSAY |
| English abstract: | In this project we have explored digital tools for service management on the bicycle paths of Malmö. This was done through the participation of citizens in order to attempt to discern how such interactions can be eased using a mobile app, as well as how this app can be designed in order to appear trustworthy with user friendly interactions. We have explored this field by using goal-oriented design through interviews, prototyping and user tests. We have created a digital prototype as a possible solution for how the interactions can be done. Throughout the process interviews were held and user tests with selected members of the user group. To explore the concepts we have used paper prototypes in order to establish the design and then defining the interactions with the help of a digital prototype. Finally we have concluded that a general app for bikers in the city would be functional and that a longer study in the effects of such an app would be interesting as a continuation of this work. |
Malmöspanaren 25:9.pdf
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| Gamers and Game Design: Incorporating Users in the Design Process |
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| Hellström Vogel, Tor : Malmö högskola/Teknik och samhälle (2012) |
bachelor STUDENT ESSAY |
| English abstract: | This paper deals with the difficulties of applying user-centered design practices as an independent developer, based on the visualization of a game concept in the form of a prototype. The aim is to evaluate the usability of user-centered design practices, specifically in the field of games development. Throughout this paper, I will give an account of the methods used for testing, as well as a review of previous research done in this field of study. Finally, I will end with a discussion regarding the pros and cons of user-centered design, as well as some thoughts about its importance in similar projects. |
| Motivational Aspects of Gameplay: The Roles of Indirect Engagement an... |
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| Ljungberg, Christofer; Hansson, Torsten : Malmö högskola/Kultur och samhälle (2012) |
bachelor STUDENT ESSAY |
| English abstract: | Our thesis revolves around how intrinsically motivational incentives can be created by using gameplay elements and features instead of creating motivation with extrinsically mediated rewards. We find problems with achievement systems being too focused on rewarding players extrinsically instead of adding to the increase in motivation along with the gameplay experience. Using theories from the psychology field on motivation we created a foundation from which we started to design a game that creates motivation through its features and mechanics. From the feedback we received on our user testing and interviews, all within an iterative design process, we found that users responded more positively to our suggested improvements concerning the high score list feature in particular, followed by general gameplay features like visual feedback. From the summarized data we have collected we have noticed that one of the main features people wanted in games was feedback on what and how they were doing, whether it was an action or where their competition was. |
| Integrerade hjälpfunktioner - En studie om hur man kan designa hjälp... |
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| Danielsson, Karin; Wali, Valentina : Malmö högskola/Teknik och samhälle (2012) |
bachelor STUDENT ESSAY |
| English abstract: | The thesis comprehends a scientific process of how a specific range of users interact with manuals in a digital environment and how to design embedded help tools for a computer system. The company Aviolinx (in Malmö, Sweden) have developed an airline management system which is used as a case for this study. The problem definition is how embedded help tools can be designed in a computer system, so that the user gets the right information, at the right time, in the right amount. Through benchmarking, help tools on different websites and programs were compared to see how others have done, and to find patterns and differences. The patterns that were found, were compiled into what the authors call de fem P:na (in translation: the five P’s), featured as positioning, punctuality, precision, the outset of use and analogy. Further, the user context is examined and the types of situations that might occur. From the identified patterns and statements from earlier research in the field, paper prototypes were created and tested on Aviolinx’s customers. Based on the results from the tests, two help tools were chosen for further development and a digital prototype was made. It resulted in a help center which functions as a database with information where the user can search for help, in shape of descriptions and step- by-step assistance. As a completing help tool, information icons were applied in specific positions in the interface, to allow the user to view short descriptions of e.g. flight expressions or help within dialog windows. The conclusion of the studies is that user-centered design must form the basis of the design of the embedded help tools, in special purpose software. In this particular user context where critical situations may arise, the focus is on punctuality. |
| Swedish abstract: | Uppsatsen utgör en vetenskaplig bearbetning på hur en specifik kundkrets interagerar med manualer i digital miljö och hur man kan designa integrerade hjälpfunktioner till ett datasystem. Företaget Aviolinx har utvecklat flyghanteringssystemet RAIDO, som använts som case i denna studie. Forskningsfrågan som ställs är hur man kan designa integrerade hjälpfunktioner i ett datasystem så att användaren får rätt information vid rätt tillfälle, i rätt mängd. Genom benchmarking jämfördes olika webbsidor och programs hjälpfunktioner för att dels se hur andra har löst frågan men också för att hitta mönster och olikheter. Mönstren sammanställdes i vad författarna kallar för de fem P:na, som står för positionering, punktlighet, precision, påbörjan av användandet och parallellitet. Vidare undersöks brukskontexten och vilka situationer som kan uppstå. Utifrån dessa generella mönster, observation av användandet och tidigare forskning inom området framställdes pappersprototyper som testades på Aviolinx kunder. Baserat på resultat från testerna valdes två hjälpfunktioner ut och en digital prototyp framställdes. Resultatet blev ett hjälpcenter som fungerar som en databas där användaren kan söka fram dels information i form av förklaringar men även som steg för steg-hjälp. Som kompletterande hjälp implementerades även informationsikoner på specifika platser, för att ge kort beskrivning på flygtermer och hjälp vid korta processer. Studiens slutsats är att användarcentrerad design måste ligga som grund i utformandet av integrerade hjälpfunktioner i ett datasystem utvecklat för ett specifikt syfte. I just denna brukskontext där kritiska situationer kan uppstå, ligger vår fokus på punktlighet. |
| Du gillar detta: Ett nytt socialt gränssnitt grundat på dess virtuell... |
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| Dimovski, Martin; Cvetkovski, Valentin : Malmö högskola/Kultur och samhälle (2012) |
bachelor STUDENT ESSAY |
| English abstract: | In our thesis we wanted to examine whether it was possible to realize a virtual function from the social network Facebook, and see if the initial purpose of the function would have the same result in the physical reality like as in the virtual world. Thus, we wanted to take an existing Facebook feature and create a physical interpretation of it. We chose to create the Like button because we felt that the small function has a significant impact on and to the social network, but also because it’s increasingly being used in real situations such as for marketing purposes. Based on this, we created two physical prototypes, a lo-fi mockup version and a hi-fi prototype. The results showed that it was possible to create a physical form of a virtual Facebook function and the initial purpose was the same even in the physical world. However, the prototypes did not achieve the same results in the physical reality because it didn’t affect people's social behavior in the same way as in the social network. |
| Swedish abstract: | Vi ville med vårt arbete undersöka om det var möjligt att förverkliga en virtuell funktion från det sociala nätverket Facebook, och se om funktionens ursprungliga syfte haft samma resultat i den fysiska verkligheten så som i den virtuella världen. Vi ville alltså ta en befintlig Facebook-funktion och skapa en fysisk gestaltning av denna. Vi valde att förverkliga Facebook’s Gilla-knapp eftersom vi ansåg att denna lilla funktion har en stor betydelse på och för det sociala nätverket, men även också eftersom den används alltmer i verkliga sammanhang som exempelvis i marknadsföringssyfte. Utifrån detta skapade vi två fysiska prototyper, en lo-fi mockupversion och en hi-fi prototyp. Resultaten visade att det var möjligt att skapa en fysisk gestaltning av en virtuell Facebook-funktion och att den ursprungliga innebörden var densamma i den fysiska verkligheten. Däremot uppnådde dem inte samma resultat i den fysiska verkligheten eftersom den inte påverkade människors sociala beteende på samma sätt som på det sociala nätverket. |
Du gillar detta.pdf
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