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Visar resultat 1 - 5 av 47 uppsatser som matchar ovanstående sökkriterier.

  1. 1. Beyond Breaking News : Designing Mobile-News Experience for Gen Z and Millennials

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

    Författare :Navya Sanjna Joshi; [2023]
    Nyckelord :News Engagement; User Experience Design; Digital Behaviours; Nyhetsengagemang; Design av användarupplevelser; Digitala beteenden;

    Sammanfattning : In an era dominated by digital media, this research investigates the shifting landscape of news consumption among Gen Z, the first "digital natives," and Millennials, often referred to as "digital immigrants." The study explored their unique relationships with the digital world and their distinct motivations for engaging with news, focusing on mobile platforms. LÄS MER

  2. 2. Progressive Web Application versus Native Application for Flight Bookings : An Evaluation of the Advantages and Disadvantages of Native Mobile Applications and Progressive Web Applications

    Uppsats för yrkesexamina på avancerad nivå, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Malin Jauad Almeida Marques; [2022]
    Nyckelord :Progressive Web Application; Native Application; Mobile Application; User Experience; Progressiv Webbapplikation; Nativ Applikation; Mobilapplikation; Användarupplevelse;

    Sammanfattning : There are many ways of implementing an application, and the choices of how to cater to the specific needs of a customer are many. Today, one of the major decisions made when developing an application is whether to implement a native or web-based solution. Each of these alternatives comes with its own set of advantages and disadvantages. LÄS MER

  3. 3. How the use of gamification in migraine tracking effects the perceived feeling of motivation

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

    Författare :Alice Ljungholm; [2022]
    Nyckelord :Gamification; Migraine; Motivation; Self Determination Theory; Mobile Application; Gamification; Migrän; Motivation; Self Determination Theory; Mobil Applikation;

    Sammanfattning : The problem with logging migraines is that patients often forget, or simply choose not to log their migraines. To solve this problem, we investigate in this thesis whether gamification can make a difference in their motivation. To investigate whether gamification makes a difference, an AB test was performed. LÄS MER

  4. 4. Designing a second screen application to assist streamers increase live stream interactivity

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

    Författare :David Irén; [2022]
    Nyckelord :Second Screen; User Experience; Interaction Design; Mobile application; Streaming;

    Sammanfattning : Live streaming has become an increasingly popular form of entertainment, more and more people are trying to enter the live streaming space. Because of this, it becomes more difficult to stand out as a streamer. A recommended way to retain viewers and grow as a streamer is to be interactive during the stream. LÄS MER

  5. 5. Tillgänglighet i mobila gränssnitt för äldre vuxna i en e-handelskontext

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

    Författare :Caroline Niemi; Lina Sahlberg; [2022]
    Nyckelord :E-handel; tillgänglighet; äldre människor; mobil teknologi; användbarhet;

    Sammanfattning : Older people are an increasing group of Internet users, but their usability needs when using digital technology are not always being met. In this qualitative study the usability for older adults of a Swedish e-commerce website, and the Internet and mobile technology using habits of older people were investigated. LÄS MER