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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)

  • 2.
    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. 

  • 3.
    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.

  • 4.
    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.

  • 5.
    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.

  • 6.
    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.

  • 7.
    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.

  • 8.
    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.

  • 9.
    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.

  • 10.
    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.

  • 11.
    Håkansson, Anders
    Högskolan i Borås.
    Råd från erfarna användare av Dialog: hur kvaliteten kan höjas och kostnaderna sänkas1995Other (Other academic)
  • 12.
    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.

  • 13.
    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. 

  • 14.
    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.

  • 15.
    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.

  • 16.
    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. 

  • 17.
    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.

  • 18.
    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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