Sökning: "Cognitive task analysis"

Visar resultat 1 - 5 av 74 uppsatser innehållade orden Cognitive task analysis.

  1. 1. Efficiency by design : A way to meet expert users' needs

    Uppsats för yrkesexamina på avancerad nivå, Umeå universitet/Institutionen för tillämpad fysik och elektronik

    Författare :Nike Vejbrink Starbrink; [2024]
    Nyckelord :User Experience; Interaction Design; Usability; Expert Users; Efficiency;

    Sammanfattning : The administration software is a crucial component of any successful company. It is often overlooked, but it plays an essential role in ensuring the smooth operation of the business. It is the backbone of the company's operations, and it must be able to meet the evolving needs of its users. LÄS MER

  2. 2. AI vs. Humans: Who do we trust?: Examining trust in AI among Swedish adults

    C-uppsats, Handelshögskolan i Stockholm/Institutionen för marknadsföring och strategi

    Författare :Rebecka Berg; Gustav Linder; [2024]
    Nyckelord :Trust in AI; Cognitive trust; Emotional trust; Subjectivity in AI; Decision-making;

    Sammanfattning : This study investigates trust in Artificial Intelligence (AI) among Swedish adults, focusing on how different factors influence this trust and the nuances of AI-human decision-making. A quantitative survey, distributed mainly on Swedish university campuses, centered around four scenarios: Dating, Math, Doctor and Career, aimed at gauging emotional and cognitive trust in AI and the preference for AI or human recommendations across various contexts. LÄS MER

  3. 3. Exploring older adults' interaction with a gamified memory task. A pilot study to assess usability of the 'Brain Blossom' game

    Kandidat-uppsats, Institutionen för tillämpad informationsteknologi

    Författare :Hanna Persson; Vida William-Olsson; [2023-11-20]
    Nyckelord :gamified memory task; explorative study; biometric data; user experience; användarupplevelse; gamifierad minnesuppgift; explorativ studie; biometrisk data;

    Sammanfattning : The research employed a qualitative methodology to gather insights regarding the performance, as well as the emotional and physiological reactions of older adults engaging with the "Brain Blossom" game over three sessions. This was achieved by utilizing self-reported information, encompassing tools such as the Self Assessment Manikin scale and usability experience (UX) questionnaires. LÄS MER

  4. 4. Möjligheter och begränsningar. En kvalitativ studie om biologilärares laborativa undervisning

    Master-uppsats, Göteborgs universitet / Institutionen för biologi och miljövetenskap

    Författare :Sandra Karlsson; [2023-06-12]
    Nyckelord :Laborationsundervisning; scientific literacy; inquiry; naturvetenskaplig allmänbildning; erfarenhet; kollegialt arbete.;

    Sammanfattning : Laboratory work is included in the biology education at upper secondary school and have therefore a central and important role in teaching. The purpose teachers have with laboratory work can vary. Previous studies have indicated that laboratory work is effective for students' knowledge, scientific literacy, and their interest in science. LÄS MER

  5. 5. DIFFERENTIAL OUTCOME TRAINING AND HUMANOID ROBOT FEEDBACK ON A VISUOSPATIAL GAMIFIED TASK: An experimental study investigating learning, affective social engagement cues and cognitive learning strategies

    Kandidat-uppsats, Institutionen för tillämpad informationsteknologi

    Författare :Alva Markelius; Sofia Sjöberg; [2023-02-01]
    Nyckelord :Human-robot interaction; gamified memory task; dementia; differential outcome theory; Furhat; engagement; digitalised treatments; robot assistance;

    Sammanfattning : By combining Differential Outcome Training (DOT), the usage of unique stimulus-response pairings, and feedback from a humanoid simulated robot (SDK) this study aims to improve learning performance of subjects on a visuospatial gamified memory task. This is achieved by using the SDK as an interface for an algorithm that provides audiovisual, reinforcing feedback promoting engangement in a new dyadic setup for a gamified task. LÄS MER