Sökning: "User behavioral studies"
Visar resultat 1 - 5 av 25 uppsatser innehållade orden User behavioral studies.
1. Encouraging Recycling in Co-living : A Redesigning of Sorting Bins
Master-uppsats, KTH/Skolan för industriell teknik och management (ITM)Sammanfattning : There is an inefficiency of waste management in co-living spaces for students, emphasizing the importance of proper waste sorting. A multifaceted research methodology was initiated with a literature review to understand existing waste management solutions and how they work as a system, followed by attribute studies pivotal for co-living spaces. LÄS MER
2. Upplevelsen av att använda ett digitalt motivationsprogram för en hälsosam och hållbar livsstil hos personer med diabetes typ 2 eller prediabetes
Master-uppsats, Uppsala universitet/Institutionen för folkhälso- och vårdvetenskapSammanfattning : Bakgrund: Icke smittsamma sjukdomar, som diabetes typ 2, är en stor och ökande utmaning för ett hållbart samhälle. Diabetes typ 2 går att förebygga och behandla genom hälsosamma levnadsvanor. LÄS MER
3. User Experience in Libraries : A Literature Study
Master-uppsats, Högskolan i Borås/Akademin för bibliotek, information, pedagogik och ITSammanfattning : The aim of this master’s study is to contribute to the knowledge base about the phenomenon User Experience (UX) in libraries. That leads to the following research questions: How is UX defined in the analyzed literature? Based on the analyzed literature, which UX methods can be used in libraries? According to the analyzed literature, which problems can UX solve in libraries? A handbook, a book chapter, a blog article, an article in a professional journal, and an article in a scholarly journal get studied in a qualitative content analysis with a discursively oriented theoretical approach. LÄS MER
4. Playing mind gamification : Theoretical evidence of addictive nature of gamification and identification of addictive game elements used in mobile application design
Master-uppsats, Jönköping University/JTH, Avdelningen för datateknik och informatikSammanfattning : Gamification is a modern concept that makes physical and digital activities engaging and enjoyable just like games. Game elements are added to mobile applications for user retention and engagement. One of the dark sides of gamification i.e. LÄS MER
5. Can we play our way to a more circular fashion world? : A quantitative study about the impact of gamification on consumer attitudes and intentions to use C2C apps
Kandidat-uppsats, Umeå universitet/FöretagsekonomiSammanfattning : As new styles rapidly replace the old and garments are discarded, fast fashion and clothing consumption contribute to a serious and negative environmental impact. Previous research and fast fashion’s negative sustainability consequences all imply that a change is required. LÄS MER