Sökning: "Think-Aloud study"

Visar resultat 21 - 25 av 155 uppsatser innehållade orden Think-Aloud study.

  1. 21. Heuristisk utvärdering versus think aloud-metod : En jämförelse av två olika metoder för usability-utvärdering genom testning av Umeå universitetsbiblioteks söktjänst

    Kandidat-uppsats, Umeå universitet/Sociologiska institutionen

    Författare :Anton Sundquist; [2022]
    Nyckelord :;

    Sammanfattning : In this study two common methods for usability evaluation was compared through a testing of the methods on Umeå University’s digital library search service. First, three expert evaluators gathered usability problems in the interface using the well known and widely used Nielsens 10 usability heuristics. LÄS MER

  2. 22. Ethical Use of Persuasive Technology in Financial Products and/or Services : An Investigation of what Ethical Factors Financial Institutes Need to Recognise if they Consider using Persuasive Technology in their Services and/or Products

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

    Författare :Marie Guldevall; [2022]
    Nyckelord :Persuasive Technology; Ethics; Ethical banking; Financial Services;

    Sammanfattning : Ethics is an important issue in persuasive technology. Previous research indicates that the application areas for persuasive technology are many with evidence for use in health, education, e-commerce, and social media, which has further led to deeper research on ethics in these areas. LÄS MER

  3. 23. Användbarhet på resebyråers e-handelswebbplatser : En studie med utgångspunkt ifrån designprinciper

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

    Författare :Amanda Tuvesson; [2022]
    Nyckelord :Användbarhet; designprinciper; informationsarkitektur; användarupplevelse;

    Sammanfattning : The purpose of this study is to identify if the design principles control, consistency and error prevention affect the usability during the booking process on travel agencies websites, whether they are implemented or not. The research methodology consists of qualitative and quantitative methods such as usability testing and a quick quantified questionnaire, the System Usability Scale model. LÄS MER

  4. 24. Interpretation of UI icon design : A case study how people interpret GUI icons in video games

    Magister-uppsats, Högskolan i Skövde/Institutionen för informationsteknologi

    Författare :Gizela Wikström; [2022]
    Nyckelord :GUI; UX; iconography; interpretation; game development; video games; culture;

    Sammanfattning : This study has examined what design principles help make more understandable UI icons and what aspects are most important when understanding the functionality of UI elements. Prior to this study, 15 UI icons representing items and actions were drawn asstudy subjects together with a prototype game to provide game context to the testers. LÄS MER

  5. 25. Providing Written Formative Feedback for the Diverse Classroom : A case study of a Swedish lower-secondary EFL classroom

    Master-uppsats, Linnéuniversitetet/Institutionen för språk (SPR)

    Författare :Bianca Carter; [2022]
    Nyckelord :EFL; Diversity; Formative Feedback; Sociocultural Theory; Quadrant Model.;

    Sammanfattning : The study, designed as a case study, aimed to explore an EFL teacher’s process of producing individualised written formative feedback to further the English language development of the diverse student body of one eighth-grade class in southern Sweden. The research questions were approached from a teacher’s perspective. LÄS MER