Sökning: "user experience gamification"

Visar resultat 1 - 5 av 61 uppsatser innehållade orden user experience gamification.

  1. 1. Can you get consultants to update their CV more often by asking them how they are doing? : A design study on how behavior changing design can impact consultant CV writing

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

    Författare :Agnes Forsberg; [2023]
    Nyckelord :persuasive design; gamification; user-centered design; FBM; enterprise systems; motivation; UX; Double Diamond; CV writing; consultant; övertygande design; spelifiering; användarcentrerad design; FBM; företagssystem; motivation; UX; Double Diamond; CV-skrivande; konsulter;

    Sammanfattning : Consultants do not update their CVs enough - partly because it is boring, partly because they do not have the time, and partly because it requires a lot of detail. Using motivational theories as the base, this thesis tries to improve the consultant CV writing experience using persuasive design and gamification. LÄS MER

  2. 2. Användarcentrerad design för ett studieverktyg till gymnasieelever

    Master-uppsats, Lunds universitet/Produktutveckling

    Författare :Michaela Näckmark; [2023]
    Nyckelord :Gamification; Design för motivation; User experience UX ; User Interface UI ; Gymnasium; Högskola; Technology and Engineering;

    Sammanfattning : Under människans skolgång ökar successivt arbetsbördan och skolan kräver mer av varje individ. För vissa kan det upplevas som svårare att disponera sin tid då vardagen för många innehåller mer aktiviteter än tidigare. LÄS MER

  3. 3. Investigating the use of Gamification in data presentation

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

    Författare :Jacob Svensson; [2022]
    Nyckelord :Gamification in data presentation; Interaction design; User centered Design; Gamified dashboard.;

    Sammanfattning : In recent years, the use of video games has increased worldwide. A variety of industries such as business and education have taken a great interest in this phenomenon by applying game elements in a non-game context with the goal to increase users motivation. However, there are still areas where the use of Gamification is yet to be explored. LÄS MER

  4. 4. Gamification Use Intention : Examining the technology acceptance factors that define gamification use intention

    Master-uppsats, Jönköping University/IHH, Företagsekonomi

    Författare :Michiel de Kok; Mark Klaiber; [2022]
    Nyckelord :Gamification; Demographics; Perceived Ease of Use; Perceived Enjoyment; Perceived Usefulness; Technology Acceptance Model; Use Intention; Gender; IT literacy; Educational Background; Age;

    Sammanfattning : During the past years, gamification has become an influential trend in technology and the promises are widespread. The definition of gamification is known as the implementation of game elements (leaderboards, badges, points) within a non-game context. LÄS MER

  5. 5. Upplev mera, spelifiera! Eller? : En experimentdriven dagboksstudie om hur spelifiering påverkar användarupplevelsen av digitalt medierad sysslohantering

    Kandidat-uppsats, Södertörns högskola/Medieteknik

    Författare :Anna-Maria Hjorth; [2022]
    Nyckelord :Task management applications; user experience; human-computer interaction; gamification; Hassenzahls hedonic pragmatic model; self-determination theory; Digitalt medierad sysslohantering; användarupplevelse; människa-datorinteraktion; spelifiering; Hassenzahls pragmatiska hedoniska modell; självbestämmandeteori;

    Sammanfattning : Since 2013 gamification has been applied in a number of domains, among these task management applications (TMA), to achieve positive effects. However, a discrepancy has been found regarding expected results and those of applying the method to TMA. LÄS MER