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  • 1.
    Alagic, Amir
    Kristianstad University College, School of Engineering.
    BookZone web shop2007Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    My task was to create an e-commerce solution or web shop that is integrated with PayPal system. The intent of this paper is to show how this e-commerce web application was built and integrated with the PayPal system.

    The underlying technology used in the implementation of the application includes .Net 2.0 framework (ASP.Net 2.0 and C# 2005 and Express edition of SQL Server 2005)

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    FULLTEXT01
  • 2.
    Ali, Viann
    Kristianstad University, Faculty of Business.
    Ett designförslag: en mobilapplikation som kan realtidsdiagnostisera patienter utanför sjukhuset och påskynda utryckning vid hjärtstillestånd2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Research shows that cardiac arrest is common outside hospitals and that they usually have a fatal outcome if they do not receive care as soon as possible. Many cardiac arrests occur in private settings where there is no pacemaker, family member or outsider who can help. The purpose of this study is to find out how a remote monitoring system with a user interface through an app can be designed to real-time diagnose patients with cardiovascular disease outside the hospital and accelerate emergency response. The study has been based on concept-driven design research with a qualitative approach and interviews with both open and closed questions. The individuals who have been interviewed are cardiologists who work in the cardiology department at Ryhov County Hospital in Jönköping. The chosen method has been combined with a literature search in healthcare technology and UX / UI design. The study results in a proposal for a user interface, through an app, which offers health overview and real-time diagnosis. Using these statistics, algorithms can notify the user in the app if their values are normal or abnormal. The algorithms can also warn the user through notifications in the event of serious health changes when the user needs urgent care. The app also offers site location and that SOS-alarm can be alerted directly in the event of serious health changes. Emergency response can then be accelerated by SOS-alarm sending an ambulance to the place where the patient is located immediately.

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    Kandidatuppsats_Informatik
  • 3.
    Alm, Ia
    et al.
    Kristianstad University, Faculty of Business.
    Lundström, Nicole
    Kristianstad University, Faculty of Business.
    Hur platt kan det vara?: En studie om seniorers förståelse av skeumorfism och platt design inom e-hälsa2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The vast progress of digitization creates problems for the seniors who find it hard to keep up with modern technology development. At the same time, the Swedish government has set itself the goal of digitizing health care by 2025. In connection with the trend of using flat design in digital platforms, the situation of seniors is further complicated and may have a negative effect in expanding the digital divide.

    Previous research shows that the style of the flat design is more difficult to understand than the traditional, skeuomorphic design previously used, as flat design lacks affordances. The aim of this thesis has been to investigate whether flat design is more difficult for seniors to understand than traditional skeuomorphic design, as well as how the design principle affordance could solve the problem of understanding flat design.

    The thesis has been guided by the question: How are seniors' understanding of flat design compared to traditional design in the context of websites and what significance does affordance have to support their understanding? To answer the question, a quantitative questionnaire survey and a qualitative observation study have been conducted to investigate the variables of the question based on previous theories. The result shows that affordance does not seem to affect how seniors understand a design interface. On the other hand, indications suggest that design principles such as visual clues, or signifiers, are important to consider when designing for a senior audience design. 

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  • 4.
    Andersson, Tobias
    et al.
    Kristianstad University, Faculty of Natural Sciences.
    Reinholdsson, Håkan
    Kristianstad University, Faculty of Natural Sciences.
    REST API vs GraphQL: A literature and experimental study2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study is to compare the two architectural techniques REST and GraphQL. This thesis will compare the two techniques and what defines them. A literature study and experimental study are carried out by the researchers. Four applications have been developed that include the ability to disable and to enable caching for both technologies to test the performance effect of caching. Earlier work has not covered the effects on caching related to these two frameworks. The literature study results point to that REST services are up to date and GraphQL is a technique with a shorter history, but that has declared growth in the industry and is a well suited choice for example when bandwidth matters in mobile phone applications. In the experimental study the tests showed slightly better results on average for REST API in terms of total response time (ms). Depending on the intended project there are many factors that need to be evaluated before making a decision on which framework to use. 

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  • 5.
    Bergentz, Cornelia
    Kristianstad University, School of Health and Society.
    Gamification och miljö: vägen till miljövänligare transportval via motiverande spelmekanismer2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Former human activities that happened in the past affect the climate change that we see today. An environmentally friendly choice in an urban environment is to use public transport, but cars and buses emit amounts of carbon dioxide and hazardous particles. The ideal would have been to get more people to choose a bike instead of a car or public transport because the use of bicycles does not affect the environment or human health negative. A study was conducted on the gamification mechanics in order to change people’s behavior. The target group belonged mostly to the user category “free spirits” but they were also motivated by game mechanics from every user category. The results from the study conclude that if one should make use of gamification in this area then they need to work in different ways to approach different audiences and to find different groups of gamers. One should also find various game mechanics that motivate the users to be able to develop the most optimal platform for motivation.

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  • 6.
    Bertilsson, Mattias
    et al.
    Kristianstad University College, School of Engineering.
    Lindberg, Johan
    Kristianstad University College, School of Engineering.
    Affärssystem för Gamersneed Sweden2007Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    This degree project deals with the creation of a business system for Gamersneed Sweden.

    The system is divided into two parts, one windows appliction and one websolution.

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    FULLTEXT01
  • 7.
    Bratt, Ellen
    et al.
    Kristianstad University, Faculty of Business.
    Broman, Elvira
    Kristianstad University, Faculty of Business.
    Isolerad och ledsen, hur mHealth kan designas för psykisk ohälsa relaterad till isolering: Hur design kan ge fler möjligheter att få hjälp2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The goal of this thesis was to investigate how the use of digital design could help people with their mental health during the covid-19 pandemic. Covid-19 is the first and only pandemic where both mHealth and telehealth design has been well developed. Our thesis explores how design elements can increase the will of users to use mHealth applications, especially for users whose mental health has been impacted by covid-19 restrictions in the United States. Based on the scientific articles regarding mHealth design, a prototype was made. This includes inclusive design and design elements focused on people with mental health struggles. The prototype was tested by six users who all reported feeling down because of isolation during covid-19. During the study, users were asked to test the prototype and ‘think aloud’, followed by a qualitative interview to better understand the user’s experience, feelings, and thoughts on the prototype. The results show the importance of a patient's integrity, the importance of inclusive design, and the appreciation of certain design elements. The results are in line with results from previous research and offer evidence on how to design a mHealth application to support people with their mental health during a pandemic.

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    ellen.bratt_elvira.broman
  • 8.
    Cappelen, Birgitta
    et al.
    Oslo School of Architecture and Design.
    Andersson, Anders-Petter
    Kristianstad University, School of Health and Society.
    Design for co-creation with interactive montage2011In: Proceedings, 4th Nordic Design Research Conference, Nordes2011, School of Art and Design, Aalto University, Helsinki, Finland
May 29th - June 1st, 2011: Making Design Matter / [ed] Jung-Joo Lee, School of Art and Design, Aalto University, 2011Conference paper (Refereed)
    Abstract [en]

    Montage in cinema means to mount images andsounds from different sources, that are interpreted together and whose oppositions drive the storyfurther. In this paper we develop the montage concept further for co-creation in interactive, tactile, spatial cross-media. As case we use the design of the interactive, tangible, cross-media installation ORFI. ORFI is developed to facilitate collaboration and co-creation between children with severe disabilities and their care persons. In this paper we focus on how we have designed for interactive montage. We present two main types of interactive montage, close and shifted in three dimensions (spatial, temporal and actorial). With the first we mean spatial and temporal closeness, depending on the roles users take and the interpretations they make. With shifted we mean how to use spatial and temporal shifting and distance between the media elements in space and over time, depending on the users’ roles and interpretations. All this to encourage co-creation over time, between a variety of users in different situations.

  • 9.
    Cappelen, Birgitta
    et al.
    Oslo School of Architecture and Design.
    Andersson, Anders-Petter
    Malmö högskola.
    From designing objects to designing fields: from control to freedom2003In: Digital Creativity, ISSN 1462-6268, E-ISSN 1744-3806, Vol. 14, no 2, p. 74-90Article in journal (Refereed)
    Abstract [en]

    In this paper we want to explore Field as a concept and as a metaphor for understanding interactive systems. By interactive systems we mean both systems and artworks, where the user by interacting changes the course of events. We intend to show why we need new terms and why we consider Field to be a fruitful concept and term. Further we will show how the Field concept changes both our understanding of what we do as designers and composers and how we acknowledge our audience. We will exemplify the design consequences of the Field concept by going through some design considerations we made when designing the audio tactile installation Mufi.

  • 10.
    Claesson, Rebecka
    et al.
    Kristianstad University, Faculty of Business.
    Elvirsson, Nelly
    Kristianstad University, Faculty of Business.
    Internet of Things och äldre: Digital hjälp med kosthållning för ett självständigare liv2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Internet of things har blivit mer och mer vanligt för att hjälpa äldre bo kvar hemma längre. Det har undersökts och tagits fram medicinpåminnare, fall-detektion med kameror och mycket mer, men få har fokuserat på äldres hälsa när det gäller mat och näring. Att kroppen får i sig rätt näring kan ofta vara det som förhindrar fall men det läggs det lite fokus på och dessutom anpassas inte koncepten efter den äldres behov och preferenser. Vi undersöker därför hur äldres aptit ser ut och hur ett IoT-koncept skulle kunna designas för att hjälpa äldre med deras kosthållning genom kvalitativa intervjuer. Fokus ligger på vilken interaktionsform som passar äldre bäst och vilket behov de har för ett funktionellt och användbart koncept. I uppsatsen skrivs det även huruvida sensorer antingen i hemmet eller som wearables kan uppfattas av den äldre och hur den reagerar på den typen av teknologi. Resultatet visar tydligt att röst-assistans är den form av interaktion de äldre tycker är mest användarvänlig och därför gör det även engagemanget större hos den äldre. Vidare ser vi att framtida forskning bör uppmärksammas på bland annat hur det går, med hjälp av IoT-system, stötta äldre att tillgodose det dagliga näringsintaget utefter den äldre individens behov och preferenser.

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  • 11.
    Eerola, Isabelle
    et al.
    Kristianstad University, Faculty of Business.
    Banström, Therese
    Kristianstad University, Faculty of Business.
    "Tänk om det vore lätt att äta rätt": nudging med etologiska robotar i en spekulativ framtid2021Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The food that is the most environmentally harmful is meat, but this knowledge does not motivate people to reduce their consumption of meat. Consumption is also about feelings and social norms. People lack the knowledge to successfully employ changes in their behavior. The concept of nudge means a decision environment that changes people’s behavior in a predicted way, without banning other options. The current development of robots will lead to robots having the possibility to influence people in the future. There is a lack of research within informatics and digital design about how robots can influence people’s food behavior. Ethological robots have been developed to go around the Uncanny Valley. Robot-robot-human interaction (RRHI) have the potential to influence people’s feelings and behavior. This study aims to design ethological robots that through nudging influence people’s behavior regarding meat consumption within a speculative future. The study does not provide a complete answer on how meat consumption can be reduced but rather a contribution to informatics on how robots can be used for this study’s target group. Through a qualitative approach the study has conducted interviews and a pilot study to work closely with the target group to design the most complete appearance and behavior for the robots. The results show that robots can be suitable to influence people with this purpose because robots can be a constant presence where the consumption of meat happens.

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  • 12.
    Ekman, Julia
    et al.
    Kristianstad University, Faculty of Business, Avdelningen för design.
    Falkenberg, Tea
    Kristianstad University, Faculty of Business, Avdelningen för design.
    Produktvisualisering av skor på webben: en studie om interaktion och användarupplevelse vid produktpresentationer online2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Vid design och utveckling av produktpresentationer på e-handelsplatser är användarupplevelse en viktig aspekt som bör tas hänsyn till. Eftersom att digitala designers behöver förstå användarens behov vid digitala gränssnitt bidrar denna studie med information om användares krav för bäst uppfattning och navigation vid e-handels presentationer. I denna kandidatuppsats har användarupplevelser av olika visuella och statiska produktpresentationer, inom olika ehandelsplattformar undersökts, där formaten 2D bild, video, 360° och 3D är de format som harstuderats. Undersökningen har avgränsats till en specifik skomodell av märket new balance  därstudien har utforskat användares upplevelser av interaktioner och navigering med de olika alternativen av produktpresentationerna. Studien genomfördes med hjälp av en förundersökning i form av en enkätundersökning följt av en huvudundersökning innehållande en think-aloud observation samt intervju. Studien undersökte vilka presentationssätt som kan öka kundens förtroende samt ge användaren bäst verklighetsuppfattning av skon i ett e-handelssammanhang. Studien har bidragit till informativa gränssnitt vid design av e-handelssidor. Undersökningens resultat visade att användarnas upplevelser av statiska 2D bilder i kombination med visuell video, genererade tyngst information om produkten. Både vad det gäller material och helhet av skons utseende.

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    fulltext
  • 13.
    Engblom, Kajsa
    et al.
    Kristianstad University, Faculty of Business.
    Kermanj, Dunya
    Kristianstad University, Faculty of Business.
    Digital design för naturvetenskapligt lärande i årskurs 6 och 7: konceptualisering av digitalt material för att öka elevers förståelse och motivation i fysikämnet2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    I dagens samhälle finns det ett lägre intresse och en lägre motivationsnivå hos elever i 6:an och 7:an när det kommer till de naturvetenskapliga ämnena. Tidigare forskning beskriver att elever saknar en djupare förståelse och förmåga till problemlösning i ämnet naturvetenskap.  En potentiell strategi för att öka motivationen för elever i naturvetenskapliga ämnen är med hjälp av digitalt material. Tidigare forskning har visat att utbildningsvideo och spelifiering kan användas som ett effektivt och integrerat verktyg för att öka elevers motivation inom naturvetenskapen. Syftet med detta examensarbete är att undersöka hur olika typer av digitalt material kan kombineras för att potentiellt öka elevers motivation i årskurs 6 och 7 för innehåll i fysikämnet.  För genomförandet av studien har metoden konceptdriven designforskning använts. Metoden är skapad av Wiberg & Stolterman (2010). Konceptdriven designforskning består av sju olika steg som följs för att komma fram till ett designkoncept.  Målet med examensarbetet är att designa ett koncept i enlighet med syftet som utvärderas med elever. Resultatet visar att det finns en positiv attityd bland elever i årskurs 6 och 7 till konceptet i examensarbetet. Resultatet av enkäten visade att eleverna ville använda sig mer av spelegenskaper i konceptet. Slutsatsen i detta examensarbete är att utifrån fyra olika steg (inbjudan, lärande och utveckling, test av kunskap samt resultat) där spelegenskaper och sociala komponenter tillämpas (i form av poäng, märken och topplista, lagarbete och digitala egenskaper som chattfunktion) i en spelifierad kontext kan potentiellt ha en positiv påverkan på elevers motivation. I framtida forskning behövs tas upp mer kring lärarnas perspektiv då det hade varit ytterligare en intressant synvinkel att kunna ta hänsyn till.  

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  • 14.
    Faraon, Montathar
    Stockholms universitet.
    Concept-driven design for democracy: advancing co-creative media to support citizen participation and democratic engagement2018In: eJournal of eDemocracy & Open Government, ISSN 2075-9517, Vol. 10, no 1, p. 23-49Article in journal (Refereed)
    Abstract [en]

    This article elaborates a concept of co-creative media that aims to support citizens’ democratic engagement by facilitating participatory and co-creative processes. The research adopts a concept-driven design approach to theoretically underpin and empirically inform the concept. This was accomplished by adopting theoretical resources from the framework of actor-network theory (ANT), identifying criteria in an analysis of existing socio-technical systems for democratic engagement, and building on the results from four research studies. The main contribution of the article, namely the concept of co-creative media, could serve as a basis for further theoretical reflections and a point of departure to support future participatory design processes where relevant stakeholders collectively contribute to the implementation and evaluation of co-creative media. Co-creative media have the potentials to provide citizens with a new approach to democracy and could broaden citizens’ democratic engagement by means of creating virtual spaces in which new ideas, initiatives, knowledge, and solutions could emerge.

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  • 15.
    Faraon, Montathar
    et al.
    Södertörn högskola.
    Atashi, Samira
    Kaipainen, Mauri
    Gustafsson, Nils
    Using circumventing media to counteract authoritarian regimes2011In: Proceedings of the IADIS International Conference ICT, Society and Human Beings 2011, 2011, p. 251-254Conference paper (Refereed)
    Abstract [en]

    The purpose of this paper is to reflect on how potential circumventing media and communication technologies could potentially assist the information flow when authoritarian regimes decide to block the main channels, such as the Internet and the mobile phone networks. The point of departure is the recent Internet blackouts in countries in the Middle East and North Africa (MENA), such as Egypt, Bahrain and Libya. We discuss several applications that were developed as a response to state repression in these countries, and their future potential that would allow people to communicate more freely despite Internet and mobile network blackouts.

  • 16.
    Fazliu, Fatlume
    Kristianstad University, School of Health and Society.
    En utforskande studie: inköpslistor som app2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study was to explore the possible use of digital shopping lists in a family constellation.This was accomplished through qualitative methods and collected empirical data from diaries, interviews,observations and a focus group. The study involved four family members. The result has then beenanalyzed using previous research and parts of the analysis has been transformed into tables. The resultshowed that there is a need for digital shopping lists in a family constellation and features that need tomeet the needs of the family. The study concludes by giving five overall guidelines for design.

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    Fulltext
  • 17.
    Håkansson, Anders
    Högskolan i Borås.
    Råd från erfarna användare av Dialog: hur kvaliteten kan höjas och kostnaderna sänkas1995Other (Other academic)
  • 18.
    Johansson, Starfighter
    Kristianstad University, Faculty of Business.
    Färger och förtroende i e-handel2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The colours of a web page have the potential to directly affect the user's perception of said page, its credibility and the sense of trust. Users' perceptions of colour vary greatly depending on the context and also over time. The purpose of this thesis is to investigate in what way and why certain colour hues affect the trust of visitors of websites with focus on e-commerce and specifically around music, and in this way contribute to a future colour repertoire for webdesigners.This was investigated with the help of four colour-varied fictional websites, a smaller rating system and semi-structured qualitative interviews with six people between the ages of 30 and 45 living in Sweden. It turned out that a green colour could convey the desired feeling on a website intended for music sales and the participants described it as a good compromise between business acumen and enthusiasm. This underlines the importance of having a colour repertoire as a designer where colours are selected not only according to what looks good together but also is adapted to both context and target group. 

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  • 19.
    Karlsson Lalander, Ida
    Kristianstad University, Faculty of Business, Avdelningen för design.
    Designa för välmående: en meta-analys över anställdas engagemang genom sociotekniska system2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    All people are own individuals and our individual differences affect how we experience a sociotechnical system. There is a problematic situation among systems where they cannot live up to the expectations of organizations. From a wellbeing perspective it implies that the systems do not fulfill our fundamental psychological needs which are competence, autonomy and relatedness. There are some finished sociotechnical systems whose purpose are to contribute to increased wellbeing among employees in organizations. The issue regarding finished sociotechnical systems is that it cannot adopt to organizations needs the same way a new sociotechnical system could. Also, there is another problematic situation with processes of design among new sociotechnical systems where not enough consideration is taken to the social and technical context as a unit because there is a disconnection between methods regarding socio technical systems. When systems are not designed with enough consideration to wellbeing among employees it can cause stress related to work. This examination has taken the perspectives of informatics, psychology and Human Resources to counteract this problem. Criterias have been formulated from the results of the literature search to be applied to finished sociotechnical systems. Two of the finished sociotechnical systems fulfilled most of the criterias but a problem was still highlighted since not enough consideration have been taken to personal meetings and individual differences. The result of the discussion ends up in design principles which build a ground for further research and opportunities of development among sociotechnical systems in relationship to wellbeing among employees in organizations.

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    fulltext
  • 20.
    Klaar, Sandra
    et al.
    Kristianstad University, Faculty of Business, Department of Design.
    Klasson, Malin
    Kristianstad University, Faculty of Business.
    Se om din hund har varit en Good Boy med hjälp av glanceable feedback: En designforskning för att implementera glanceable feedback I aktivitetsenheter för hundar2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study is to investigate how glanceable feedback can be implemented in activity units for dogs to create a better user experience and reduce the technological disruption in human-dog communication. Previous studies show that the development of activity units for dogs is far from as successful as activity units for humans (Ramokapane, van der Linden & Zamansky, 2019; Väätäjä et al. 2018; Zamansky et al. 2019). Väätäjä, et al. (2018) have pointed out the importance of the technology behind the activity, such as the mobile phone, unit not coming between the dog owner and the dog. It must not act as a disturbance that distances communication or interaction between dog and human (Väätäjä et al. 2018). This is inevitable in today's activity units for dogs as the user is completely dependent on the mobile phone's associated application (Väätäjä et al. 2018). 

    The question (How can glanceable feedback be applied in an activity unit for dogs to give the dog owner direct information on the dog's activity?) Investigates how glanceable feedback can be applied in activity units for dogs and avoid that communication between dog and owner is disturbed by technology. The result is the Good Boy activity unit. The unit is equipped with a display and a mechanical wheel that switches between the different categories distance / step, pulse / body temperature, info /contact information and LED/lamp.

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  • 21.
    Leijonhufvud, Carolina
    Kristianstad University, Faculty of Business.
    "Vad säger en size guide om hur tröjan kommer sitta på mig?": Design för att minska returer inom e-handel2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    E-commerce within the fashion industry has increased rapidly the last few years, and since the outbreak of the corona pandemic it has only continued growing. The online retailers are competing with each other by offering free deliveries and returns which has led to a behaviour where customers are intentionally ordering excess amounts of garments to try at home and then return. These returns have turned out to have a great negative impact on the environment, as they are transported across countries leaving huge carbon dioxide emissions. This study aims to explore the customers’ perspective on e-commerce and the environmental impact and how this can be prevented by designing tools for sizing and virtual dressing rooms that are easy to use and does not require advanced technology. The results show that all participants are well aware of the impact on the environment but they are also of the opinion that it is up to the retailers to prevent how big the impact will end up being. The main reason for the intentional returns turns out to be the fact that one cannot imagine the fit of the garment while shopping online combined with not wanting to measure oneself at home to use the provided size guides. The theoretical point of this study builds on previous studies of design of virtual dressing rooms and shows that the customers do not yet feel ready to use technology that is too advanced while shopping online. This study presents the design of a convenient tool to help customers to choose the right size and garments before ordering as a result of the qualitative interviews with the aim to fill the gap between intentional returns and future use of VR technology.

  • 22.
    Nellfors, Linda
    Kristianstad University, School of Health and Society.
    Pappersmagasin respektive digitala magasin: en kvalitativ studie om upplevelse, kvaliteter och magasinets framtid2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In today's society, we use the most of our things digitally. We communicate, use services and read the news online. Digital magazines have not received a great impact and the paper magazines are still in a strong market. The habit of reading magazines makes digital magazines often emulate traditional magazines and contains too little interactivity for the user to achieve a sufficient high degree of experience. If the digital magazines are going to have impact, they need to be created from scratch to a digital platform and with the usability in focus. Together with the digital resources and fantasy it is possible to create interactivity and innovative digital magazines that give the reader a new form of experience.

    I have done a qualitative study and with help of test persons analyze the experience between reading paper magazines versus digital magazines. I did a literature review that founded an idea for an interactive prototype of a digital magazine. 

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  • 23.
    Pettersson, Sofie
    Kristianstad University, School of Health and Society.
    Enterprise 2.0 som kunskapshanteringssystem2011Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Enterprise 2.0 är ett aktuellt ämne inom området informatik och syftet med uppsatsen är att se om funktioner, som tillskrivs Web 2.0, kan användas i intranät för att stödja organisationers kunskapsaktiviteter . Arbetet strukturerades runt litteraturstudier i ämnet samt en kompletterande undersökning där trianguleringsmetoden, med enkätundersökning och intervjuer, användes för att studera verkligheten. Resultatet av undersökningen visar att det är skillnad på ett fullt implementerat system, där alla verktyg implementerats, och ett system där bara vissa verktyg finns tillgängliga. Den viktigaste slutsatsen är att just implementerade verktyg är avgörande för hur bra Enterprise 2.0 systemet kommer att fungera som hanterare av kunskapsaktiviteter.

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  • 24.
    Pham, V.
    et al.
    Kristianstad University, Faculty of Business.
    Zacharoff, J.B.
    Kristianstad University, Faculty of Business.
    Effekterna av självövervakning med implementerat spelifiering: en kvalitativ studie om hur emblem och schemalagd spelifiering designimplementerat i hälsoapplikationer påverkar unga vuxna i självövervakning2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Denna studie är avsedd att följa vidare på forskning av Schmidt-Krapelin, Touissant, Thiebes,Hamari & Sunyaen (2020) och Hallifax, Serna, Marty, Lavoué & Lavoué (2020) som hardiskuterat spelifiering design i hälsoapplikationer. I deras studier har spelifiering design,specifikt emblem och schemalagd spelifiering design, inte presenterats i en specifik kontext.Det bör undersökas vidare och kommer att göras genom att implementera emblem ochschemalagd spelifiering design i hälsoapplikationen MyFitnessPal. Syftet med studien är attundersöka påverkan av självövervakning på unga vuxna med implementerat emblem ochschemalagd spelifiering design. Unga vuxna valdes som målgrupp eftersom de presenterar enstor användarbas för hälsoapplikationer. En kvalitativ ansats med intervju och narrativanalysmetod genomfördes för att generera ett resultat. Resultatet av denna studie visar ettsamband mellan integrerade spelelement i hälsoapplikationer för självövervakning somskapar en positiv påverkan hos användarna. Den positiva påverkan var främst frånimplementeringen av emblem, medan implementeringen av schemalagd var blandad.Resultatet från denna studie är användbart för forskning inom HCI och informatik genom attpresentera effekterna av specifika spelelement.

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  • 25.
    Ruse, Vidal
    Kristianstad University, School of Health and Society.
    Hue combinations in web design for Swedish and Thai users: Guidelines for combining color hues onscreen for Swedish and Thai users in the context of designing web sites2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Users can assess the visual appeal of a web page within 50 milliseconds and color is the first thing noticed onscreen. That directly influences user perception of the website, and choosing appealing color combinations is therefore crucial for successful web design. Recent scientific research has identified which individual colors are culturally preferred in web design in different countries but there is no similar research on hue combinations. Currently no effective, scientifically based guidelines on combining hues for web designers exist either, since recent research by Ou et al and Szabo et al, among others, proves the classic color harmonies invalid. Therefore this study aims to identify guidelines for culturally appropriate hue combination in context of web design. The study is limited to culturally appropriate combining of hues in Thai and Swedish web design.

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    Ruse_HueCombinationsSwedishThaiWebdesign
  • 26.
    Rytterström, Andy
    Kristianstad University, School of Health and Society.
    Tvångsavslutning av appar: en undersökning kring varför användare tvångsavslutar mobila appar regelbundet2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    I have observed some users that force-quit apps regularly. It's interesting to know why users do this because multiple sources indicate that it probably use more battery-power than not doing it. Representatives from both Google and Apple confirm that force-quitting apps regularly on Android and iOS devices may be more battery-demanding. Relative to this is how the battery-icon is designed in the mobile operative system where a research report that users have a hard time know for certainty how much battery there is left. There is also a research from 2009 that report that users in their studie did not know that there was energysaving funktions available to use in the mobile operatingsystem. My study started with a pilot study that checked why users force-quit apps on their mobile devices. There are several reasons why users force-quit apps regularly on mobile devices. It was shown in the study that 46% of all participants in the pilot-study force-quitted apps regularly on mobile devices to save battery power. My pilot-study shows that the second biggest reason for force-quitting regularly is that users want to have control over which apps are open. That is 7% of all the participants in the pilot-study. The main reason that users force-quit apps regularly is to save battery power. This category of users constitutes 28% of all the participants in the pilot-study. Based on the data from the pilot-study, interviews with smartphone users were made to find out more about what users think about this function. Multiple participants in the interviews do force-quit apps on their smartphone. They even told us why they do it. Most of the participants in the interviews that force-quit apps do it because they think it will save battery. This research is made to get data about if users force-quit apps on mobile devices and why they do it. This research report is made to help and inform designers to design interfaces from this data provided. 

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  • 27.
    Sodhro, Ali Hassan
    et al.
    Mittuniversitetet.
    Ahlin, Karin
    Mittuniversitetet.
    Ahmad, Awais
    Mittuniversitetet.
    Mozelius, Peter
    Mittuniversitetet.
    Internet of medical things for independent living and re-learning2021In: GLOBAL HEALTH 2021 : The Tenth International Conference on Global Health Challenges At: Barcelona, Spain, 2021, p. 1-5Conference paper (Other academic)
    Abstract [en]

    This position paper gives better insight about the role and importance of Internet of Medical Things (IoMT) for independent living and re-learning for older adults. Sensing Technologies are the paradigm shift for transforming conventional healthcare practices into the smart, and self-assisted activities, which are envisioned for today's medical world. Internet of Things (IoT) and IoMT are the interrelated technologies for promoting independent living and re-learning practices. In this paper, re-learning is defined as the process for adults to recover useful instrumental activities of daily living skills that have been lost after an impairment.

  • 28.
    Svenningsson, Nina
    Kristianstad University, Faculty of Business.
    What’s up AI?!: En undersökning kring människoliknande beteende hos chatbotar och dess påverkan på användarupplevelsen2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Artificiell intelligens (AI) sprider sig genom samhället och används mer och mer inom flera olika områden. Chatbotar är en populär form av social AI som använder sig av naturligt språk för att kommunicera med användare. Det finns olika åsikter kring huruvida en chatbot ska prata och bete sig människolikt eller inte. Den ena sidan argumenterar att chatbotar ska fortsätta utvecklas för att kunna simulera mänskligt beteende och intelligens, å andra sidan argumenteras att chatbotar ska vara tydliga med att de är maskiner och att det även kan vara positivt för användarupplevelsen om chatbotar inte är alltför människolika. Dessutom finns det teorier om att ett beteende som är för människolikt kan skapa obehag hos användaren. Detta examensarbete syftar till att undersöka den diskrepans som har observerats i resultaten från vetenskapliga studier för att ge indikationer på vilka faktorer som bidrar till en positiv användarupplevelse i interaktionen med chatbotar i förhållande till hur människolika de uppfattas. Resultatet visar på att det finns en stor bredd i användares preferenser för hur en chatbot bör bete sig vilket gör det svårt att nämna specifika människoliknande faktorer som är tilltalande för en större grupp användare. Om man idag vill designa en chatbot som tilltalar så många användare som möjligt bör man ge den en officiell/formell ton samt låta den svara kort, koncist och med sofistikerade ordval och välkonstruerade meningar. För att gå vidare rekommenderas bland annat att undersöka hur chatbotar kan anpassa sitt beteende efter olika användare för att skapa en positiv användarupplevelse.

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  • 29.
    Swenning Leyser, Egil
    et al.
    Kristianstad University, Faculty of Business, Department of Design.
    Järpemo, August
    Kristianstad University, Faculty of Business, Department of Design.
    Konsekvenser av bristande användbarhet i ett säkerhetsklassat it-system2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    There is a lot of research on design guidelines to increase the usability of secure IT systems and that problems with usability can cause problems in IT systems. However, research on the actual consequences that can arise from how usability has been implemented in secure IT systems is limited. The purpose of the study is to fill this gap of knowledge and the study was conducted as a case study based on qualitative interviews with seven participants. The participants were interviewed about their use of the IT system PRIO, their responses were then analyzed to find themes. These themes were used as a basis when we worked through the results. We found that PRIO has a lack of usability and found consequences because of this: lack of information and lack of simplicity in the IT system leading to handling errors, poor performance leading to long start-up times which in turn leads to security risks due to the human factor, and that operational disruptions leads to the IT system not being able to be used.

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  • 30.
    Tapani, Jenny
    et al.
    Kristianstad University, Faculty of Business.
    Rikardson, Milada
    Kristianstad University, Faculty of Business.
    Att anteckna minnen: Digitalt berättande för äldre användare2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The world's population is ageing and the number of elderly technology users increases. For this user group loneliness has become a public health concern which is likely to continue growing along with the rising digitalisation. Worsened mental and physical health in elderly users has also been attributed to loneliness. Measures aiming to reduce loneliness should focus on strengthening users’ existing social bonds; one way to achieve this is through intergenerational storytelling and reminiscing. This paper evaluates how a digital artefact could be designed for intergenerational storytelling, with a focus on the elderly users’ engagement. To fulfil this research objective, we created a prototype of a mobile application for intergenerational storytelling. The prototype was tested together with four elderly (74 – 92 years) users in a qualitative study of semi-structured interviews. The stepwise deductive-inductive approach was used to analyse the empirical data.  

    The most important findings of this study indicate that: storytelling of memories is a process; triggers should be designed together with both the elderly users and their audience; security and control are important; receiving an answer is motivating to the elderly users. 

    These conclusions can be used as a guide for design of digital services that aim to support elderly users in their intergenerational storytelling. 

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  • 31.
    Törnberg, Michael
    et al.
    Kristianstad University, School of Health and Society.
    Eric, Karlsson
    Kristianstad University, School of Health and Society.
    Mobilapplikationer som hjälpmedel i underhållsindustrin: med fokusering på arbetsorderhantering2012Independent thesis Basic level (university diploma), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis paper discusses the results of a survey which was conducted to investigate the potential usefulness of mobile apps in the maintenance department at Perstorp Specialty Chemicals AB. The paper contains four sections, a theory section, a method section , a section that explains the functionality of the app, and finally a results section where the results and conclusions of the survey are discussed. The theory section explains and discusses relevant terminology used in the computer science field and in the maintenance industry. The theoretical model used in this paper is also discussed. The methods section gives a stepwise description of the project and a description of platform and software used. In addition, the calculation models and survey techniques utilized are presented. The app section gives a thorough description of the app and its functions. Finally, results, conclusions and suggestions for future work are presented.

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  • 32.
    Uddfolk, Sofia
    et al.
    Kristianstad University, Faculty of Business.
    Eriksson, Rebecca
    Kristianstad University, Faculty of Business.
    Är du uppmärksam?: Hur mörka designmönster kan användas för att påverkahandlingar med gott syfte2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    As the COVID-19 pandemic carries into 2021, the Swedish public transportation system continues to take its passengers to their destination. Unlike most countries, the Swedish approach to the pandemic has been to put the individual in the driver’s seat and thereby making each citizen personally responsible for keeping the spread of infection down. Eitherthrough social distancing, ordering takeaway and if possible, work from home with fewertrips on public transportation (Ludvigsson 2020). In other words, it is up to each individual tomake responsible choices when it comes to their behavior in the public space. This includesthe use of public transportation. There are several ways in which companies can influence user behavior, one of which is the use of dark patterns. This approach to design is often used by big corporations to manipulate their consumers to act in favor of the company. By the implementation of specific design features, users are manipulated to act in a way that they would not otherwise have done. Although this method is often criticized as being unfair towards the user, dark patterns are undoubtedly effective in it’s objective to create a positive outcome for the company in question. This study aims to evaluate whether a design pattern such as this can be implemented in a way in which it could have a positive impact on people’s habits traveling with public transportation. By implementing dark patterns in a digital tool such as the Västtrafik app, this method can be used to influence choices in travel that contribute to better management of congestion throughout the Västra Götaland region. Selection of survey methods for this study is a qualitative method with six participants, three men and three women aged between 30 and 65 years and a literature review with the tool HKR Summon. The results of this study show that through certain handling of color, shape and contrast is perceived differently and can be made to contribute to different user experiences.

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  • 33.
    Wang, Qinghua
    et al.
    Kristianstad University, Faculty of Natural Sciences, Avdelningen för datavetenskap. Kristianstad University, Faculty of Natural Sciences, Research environment of Computer science (RECS).
    Westlund, Viktor
    Johansson, Jonas
    Lindgren, Magnus
    Kristianstads Kommun.
    Smart Sewage Water Management and Data Forecast2021In: 33rd Workshop of the Swedish Artificial Intelligence Society, SAIS 2021, USA: Institute of Electrical and Electronics Engineers (IEEE), 2021, article id 9484017Conference paper (Other academic)
    Abstract [en]

    There is currently an ongoing digital transformation for sewage and wastewater management. By automating data collection and enabling remote monitoring, we will not only be able to save abundant human resources but also enabling predictive maintenance which is based on big data analytics. This paper presents a smart sewage water management system which is currently under development in southern Sweden. Real-time data can be collected from over 500 sensors which have already been partially deployed. Preliminary data analysis shows that we can build statistical data models for ground water, rainfall, and sewage water flows, and use those models for data forecast and anomaly detection.

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