Sökning: "Dark Social"

Visar resultat 6 - 10 av 167 uppsatser innehållade orden Dark Social.

  1. 6. Mörkt läge : Seniorers upplevelse av mörkt läge ur ett användbarhetsperspektiv

    Kandidat-uppsats, Högskolan i Borås/Akademin för bibliotek, information, pedagogik och IT

    Författare :Kajsa Magnusson; Sandra Sanfridsson; Amanda Tanasković; [2023]
    Nyckelord :Mörkt läge; Användbarhet; Seniorer; Sociala medier; Facebook; Informationsarkitektur;

    Sammanfattning : Dark mode, an increasingly popular design trend, is a user interface that uses light text and icons on a dark background. As most social media platforms have adopted this trend it’s important that the interface is also designed with usability in mind. LÄS MER

  2. 7. Influencer Whitelisting & Dark Posts : A Cross-generational Study on Consumers’ Perception and Trust in Social Media Advertisement

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Sofia Zangrande; [2023]
    Nyckelord :Influencer marketing; influencer whitelisting; dark posts; social media marketing; influencers; consumer perception; message trustworthiness; millennials; gen-z; gen-x; influencer; marknadsföring; sociala medier; konsumenternas uppfattning; meddelandets trovärdighet;

    Sammanfattning : This paper investigates the perception of dark posts in influencer whitelisting (IWL) and their impact on consumers’ trust compared to other forms of sponsored content on social media. The study employed a mixed-methods approach involving a survey with open-ended questions to gather data from participants across different generational cohorts - GenZ, Millennials and Gen-X. LÄS MER

  3. 8. Dark Patterns : Den sura sidan av Candy Crush Saga

    Kandidat-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Tilde Fredell; Matilda Haneling; [2023]
    Nyckelord :dark patterns; deceptive patterns; Candy Crush Saga; casual games; mobilspel; användargränssnitt;

    Sammanfattning : Many mobile games use a user interface designed to get their players to spend more time, money or social engagement within their application. This is done by deliberately misleading or otherwise confusing the user by, for example, making the player lose track of time when playing or by giving rewards to players who spend money or invite their friends into the game. LÄS MER

  4. 9. Safety in Urban Spaces using Urban Planning: a Comparative Study in Bogotá, Colombia

    Master-uppsats, Lunds universitet/Institutionen för arkitektur och byggd miljö

    Författare :Sara Sandefeldt; [2023]
    Nyckelord :Urban planning; Bogotá; Colombia; safety; urban design; urban spaces; women; gender; fear Stadsplanering; trygghet; publika rum; kvinnor; kön; rädsla; Arts and Architecture;

    Sammanfattning : Many cities around the world are facing the same challenges when it comes to the ability for women to move around and feel safe in public spaces. For women, using public spaces entails fear of sexual violence and of being attacked, which forces them to always be vigilant and reduces their quality of life. LÄS MER

  5. 10. "Den typiska skurken"

    Kandidat-uppsats, Lunds universitet/Genusvetenskapliga institutionen

    Författare :Shqipe Krasniqi Shala; [2023]
    Nyckelord :Semiotic analysis villains; stereotypes; character clock; Semiotisk analys; Disney; skurkar; stereotyper; karaktärsklockan; Social Sciences;

    Sammanfattning : This essay conducts a semiotic analysis of four Walt Disney Pictures films, two from the 1990s and two from the past decade. The films were selected based on their release periods and shared narratives. The first two films analyzed are Vaiana from 2016 and Pocahontas from 1995, chosen for their focus on independent female protagonists. LÄS MER