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  • 1.
    Bengtsson, Sandra
    Kristianstad University, School of Health and Society.
    “Utan sociala medier har jag varit supersocial”: En netnografisk studie av vad som sker när nätgenerationens aktiva användare av sociala medier går offline.2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Much of people's everyday communication is today digital, taking place in a virtual world in which people are often more present than in the actual world. This paper deals with the consequences of active users of the net generation going offline from social media for a week. The results in this paper are based on empirical data gathered through a netnographic study carried out by observing and following 12 participants' experiences on how they were affected by being without social media for a week. Data generated in this study is the result of the participants' personal diaries, 12 completed surveys and two interviews. The purpose of the study is to find out what happens when you go against the grain in today's society and log out: How you will be affected and how it is received by the suroundings. The study shows that the participants found it difficult to be without social media at the beginning, but that they, after the study, could see several positive effects with being offline. The majority of the respondents experienced some relief in not being constantly available online. The results of this study show that the use of social media is mostly a routine habit, which you can manage without. The participants of this study have lacked communication through social media in several job and school contexts, otherwise they don’t believe that they have missed something of greater value online during the time as offline. The result also shows that the majority of the participants felt better to be offline than online, and that they will be more observant of their social media use in the future and try to cut it down. The participants consider it to be much more worthwhile to be present in the real world than in the virtual world, that they has been more social without social media. This study is an important contribution of knowledge for designers in digital technology, as studies addressing non-use is a relatively unexplored area. Mapping this kind of the non-use can be a good method to help designers to design good and user-friendly design in the future. I see this study as a preliminary study for future research of non-use where the study is ongoing for a long time.

  • 2.
    Embla, Stenström
    Kristianstad University, Faculty of Business.
    Konceptdriven designforskning för onlinedejting: En studie om att främja användarupplevelsen av matchningsprocessen på Tinder2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The amount of mobile dating applications are steadily rising and Tinder dominates as the most popular mobile dating application in Sweden. However, the matching process of Tinder has been criticized as the interface makes it very easy for the users to make mistakes.

    The purpose of this thesis is to investigate the matching process of the mobile dating application Tinder and create a new concept using the method Concept-driven design research. With the help of Concept-driven design research the new concept is being developed according to a methodological guide where the author is working to review criticism and set it against a research background to find solutions that improve usability. The author creates a design to show the concept in its entirety and test the concept against established Tinder users to evaluate the user experience of the new concept.

    As a result, the participants felt that the new concept was easy to understand, that it reduced the number of mistakes during the matching process and that the new concept was more useful than Tinder. The new concept keeps the backbone of Tinder but adjusts the application based on criticism to provide a better usability by basing all the changes on a scientific background with design principles and design guidelines for good usability. The conclusion presents a new concept based on a research background that promotes the user experience by offering an interface that is more useable than the interface offered by Tinder today.

  • 3.
    Faraon, Montathar
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap.
    Webbutveckling med PHP och MySQL2016 (ed. 2)Book (Other academic)
    Abstract [sv]

    PHP är ett av de ledande programmeringsspråken för webbutveckling. Det är ett flexibelt och enkelt språk som används för att skapa dynamiska webbplatser. Denna bok ger en tillgänglig introduktion till PHP och databashantering. Läsaren får den kunskap som krävs för att snabbt utveckla egna webbapplikationer.

    Boken förutsätter inga tidigare erfarenheter av webbprogrammering. Läsaren leds framåt genom ett rikt utbud av övningar som ger möjlighet att tillämpa innehållet.

    Denna andra utgåva av boken har reviderats och uppdaterats grundligt. Bland nyheterna finns PHP 7, databashantering med PHP Data Objects (PDO), fler helhetsexempel samt kodexempel i färg.

    Webbutveckling med PHP och MySQL är avsedd för universitets- och gymnasiestudier i webbprogrammering, men är även en handbok för yrkesverksamma webbutvecklare och programmerare.

  • 4.
    Faraon, Montathar
    et al.
    Södertörn University.
    Villavicencio, Victor
    Ramberg, Robert
    Stockholm University.
    Kaipainen, Mauri
    Södertörns högskola.
    From mobilization to consensus: innovating cross-media services to organize crowds into collaborative communities2013In: CeDEM13: Conference for E-Democracy and Open Government, Edition Donau-Universität Krems , 2013, p. 13-227Conference paper (Refereed)
    Abstract [en]

    The purpose of the current paper is to contribute to the field of e-participation by presenting a design concept for mediating technology that incorporates current information technology such as social and collaborative media designed for the purposes of civic engagement in society. Such technology could empower people to mobilize and engage themselves in proactive consensus-seeking and co-creation. Social media are broadly adopted in the reactive mobilization of citizen-initiated participatory activity in society such as protests like the London riots and the Occupy movements. In our view, there is a demand to organize mobilized crowds to collaborate in a consensus-seeking manner. For instance, there does not yet exist online applications that specifically serve the purposes of massive simultaneous co-editing of documents by citizens seeking consensus in societal issues. However, as we argue, there is no reason for such not to be integrated from existing technological components that are commonly accessible.

  • 5.
    Göransson, Julia
    et al.
    Kristianstad University, Faculty of Business.
    Zetterling, Caroline
    Kristianstad University, Faculty of Business.
    Att använda eller att inte använda?: en studie om vilka designaspekter som motiverar elever i lågstadiet till att vilja använda digitala utbildningsspel för matematik2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of the thesis is to examine what motivates students in primary school to use serious games designed for teaching mathematics. From a societal perspective mathematics is important and students need to have knowledge in the subject in order to be able to take part in society after they have graduated. However, studies show that many high school students lack the pre-knowledge that they should have learned in primary school. Previous studies also show that using serious games in mathematics education in school can have a positive impact on the students’ learning outcomes, for example they can learn the pre-knowledge. But it requires that students want to use the serious games. To be able to examine what motivates the students a qualitative approach was chosen. The qualitative approach consisted of a pre-study, a study of four existing serious games, qualitative semi-structured interviews and unstructured observations. During the pre-study, eight key words could be distinguished and highlighted from eleven design principles formulated by Presser et al (2013a), which were used as a theoretical basis for the other methods. The four existing serious games were: King of Math, Nomp, Tiokompisar and IQ Safari Math. The games were chosen because they are all in the puzzle-category and are designed for teaching mathematics at primary level, also three of them are used in mathematics education at primary schools in Sweden today. The results of the study show that to motivate the students to want to use the serious games designers need to take six design aspects into account. The six design aspects are: Instructions, Difficulty, Speed, Goal, Learning and Appearance.

  • 6.
    Hammoud, Mohammed
    Kristianstad University, School of Health and Society.
    Mobila enheter, webben och centrala designprinciper2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    It has become increasingly common that we now use our mobile devices to visit the web. This thesis examines the central design principles a designer should strive for when it is intended to simplify the use of a website in a static and variable situation trough a mobile device. The thesis includes a literature review, interviews on two occasions and a prototype development. The first interviews identified the fundamental design principles which then became the basis for the prototype. The second interviews were conducted towards the prototype with the same individuals. It examined if the fundamental design principles simplified the use of a website trough the mobile device. A comparison of the two interviews was conducted to compile the central design principles.

  • 7.
    Helge, Isak
    et al.
    Kristianstad University, Faculty of Business.
    Larsson, Christoffer
    Kristianstad University, Faculty of Business.
    Konceptdriven designforskning för dynamisk applikationsanvändning: En studie för att främja användarupplevelsen av dynamiska applikationsförslag baserat på plats och tid2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The mobile usage has increased considerably in the last ten years and the smartphone has become an important part of many people's everyday lives. Applications are used in our everyday life and the use of these can reflect our everyday lives, however, the interface on the smartphone is static and does not change depending on what context the user are in. The purpose of this study is to investigate whether the user experience can be favoured by a dynamic home screen on a smartphone based on the user's location and time. This was accomplished with the help of concept-driven design research driven by the following research question: "How can a design concept of a dynamic home screen on a smartphone be theoretically anchored and conceptualized based on the user's place and time in order to favour the user experience? The concept is based on previous research and the result was a concept for dynamic application suggestions that were met seven participants who participated in the study. According to the participants, the concept has the potential to reduce stress as navigation to the right application is facilitated. The concept was also easy to understand but the question of integrity and security shared the participants. In the result, the design concept is presented, which is based on previous research and the criticism from the study's participants. The concept has great potential and can be explored further from many different perspectives.

  • 8.
    Karlsson, Rasmus
    Kristianstad University, School of Health and Society.
    Spelares upplevelser i datorspel: grafikkvalitet kontra spelatmosfär2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Ett område inom digital design som börjat få mer uppmärksamhet är upplevelsedesign. Godanvändbar design är viktigt men människor har ett växande behov av att bli underhållna ochengagerade genom digitala medier. Det har blivit mer relevant på senare tid då datatekniskaprodukter och tjänster blir allt vanligare i samhället. Framförallt är det i hem- och fritidsmiljöersom det blivit vanligare. En naturlig följd av utvecklingen är att datorspelsbranschen växer. Den ärnu i samma storlek som filmindustrin och det har blivit lika vanligt att spela datorspel som att tittapå teve. Forskning om datorspel och spelupplevelse är därför intressant i närliggandeämnesområden såsom upplevelsedesign och interaktionsdesign. Det kan bland annat tillföra utökadkunskap om att på bättre sätt skapa engagemang och motivera handling.Något intressant med datorspel är fokuset på allt högre grafikkvalitet. Vi kommer kanske inom ensnart framtid ha mycket svårt att skilja mellan grafik och verklighet. Frågan är hur denna utvecklingska betraktas? En del menar att det är negativt eftersom att andra spelelement får mindre fokus ochprioritet. Ett sådant spelelement är spelatmosfär. Spelatmosfär är ett spelelement som på senare tidblivit allt mer universell och neutral för att passa en bredare spelardemografi.För att bedöma utvecklingen i datorspelsbranschen undersöktes hur spelupplevelsen påverkas avgrafikkvalitet och spelatmosfär. Resultaten tyder på att utvecklingen i datorspelsbranschen kanbedömas som förnuftig och logisk. Samtidigt tyder resultaten på att det finns alternativa vägar föratt skapa lika god spelupplevelse. Ett av dessa alternativ illustreras i slutet av arbetet i form av ett designförslag.

  • 9.
    Kindbom, Hannah
    et al.
    Kristianstad University, Faculty of Business.
    Storm, Sara
    Kristianstad University, Faculty of Business.
    “Det är en brist på kontroll som gör en otrygg...”: En studie om att förebygga trakasserier och öka tryggheten för användare som registrerar sig som kvinna på plattformar för nätdejting.2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Media reports that women are exposed to harassment on platforms for online dating and surveys show that women to a greater extent experience harassment on platforms for online dating, more often are sexually harassed online and in a higher extent are upset when being harassed. The purpose of the study is to investigate what functions women believe can affect security and prevent harassment such as stalking and sexual harassment on platforms for online dating. In previous studies there are clear indications that women experience harassment on platforms on online dating and some of these studies resulted in design proposals. It is not clear whether users have been involved in the process of producing these proposals. With inspiration from participative design, where users and designers learn from each other, we wanted to involve female users to explore what they believe affects security and what functions they need in order to create security and prevent harassment.Through interviews and focus groups with women between the age 18-36, we discussed problems, functions, scenarios and solutions. We have been able to identify some elements which affect safety. The result shows, among other things, that some functions that are present in several platforms do not contribute to creating safety. We present findings that we believe can affect safety; trust, integrity and control, third-party verification and transparency. We also present design recommendations for designers and developers of platforms for online dating, which can contribute to increase safety and could prevent harassment on platforms for online dating.

  • 10.
    Kristoffersson, Caroline
    et al.
    Kristianstad University, School of Health and Society.
    Rix, Tim
    Kristianstad University, School of Health and Society.
    Användbara och säkra mobila banktjänster: en studie med fokus på användaren2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The use of mobile Internet has increased dramatically in recent years and this phenomenon means that people have access to the Internet to a greater extent than before. Swedish banks have been taking advantage of this trend by developing mobile banking applications where they offer their customers the ability to perform banking transactions using their mobile phone. Although the benefits of this increased access are many, there are still some drawbacks. The most talked about drawback regarding banks’ mobile applications is the lack of security that could lead to privacy risks.

    Based on personal experience, we had concerns about the area usability and security for mobile banking applications and these thoughts are the basis of our work. Our aim is to examine usability and security of identification methods and the usability of processing transactions in the mobile bank application from a user perspective. To explore these areas we will review and get support from theories and previous research and in addition, we apply a number of methods. In conclusion, we’ve compiled guidelines based on the results of our study of how a bank’s mobile application should be designed to meet user needs and preferences.

  • 11.
    Lesniak, Tim
    et al.
    Kristianstad University, Faculty of Business.
    Strandberg, Alexander
    Kristianstad University, Faculty of Business.
    ARCC - Ett förslag för kilskriftens digitala framtid2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In order to have an understanding of the past archaeologists need to be able to interpret archaeological finds (Why Is Archaeology Important?, 2018). One type of find is cuneiform. Ethical principles has been established to secure the conservation of this kind of find by prohibiting handling that could cause weathering ("Principles of Archaeological Ethics", 2018). Because of this, digital work methods has been established in conjunction with reconstruction of cuneiform in order to eliminate the risk of weathering through touch (Fisseler, Müller & Weichert, 2017). The problem is that this kind of work is found to be frustrating by the archaeologists since this way of work differs from their usual analog work method (Woolley et al., 2017). To solve this problem we have used a concept driven method. The digital concept ARCC has been developed which allows archaeologists to use their usual work method without touching the cuneiform. The concept ARCC is a combination of the technologies: augmented reality, magnetic tracking systems and 3D-printing. This concept is an example of the possibilities that exist regarding a practical and ethical work method regarding reconstruction of cunaiform. ARCC can be further developed to improve the concept, it could also act as an indicator of further possibilities within this area

  • 12.
    Madejska, Annika
    et al.
    Kristianstad University, Faculty of Business.
    Persson, Alexander
    Kristianstad University, Faculty of Business.
    Menu anchor interactors in mobile website contexts: The perceived usability of menu navigation on three different types of websites2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In 2018, there were 3.6 billion mobile internet users worldwide, which shows that digital designers have to tackle navigational patterns and menu anchor interactors for smartphone-sized screens early in their projects. As user satisfaction is crucial for the success of a website, and as successful navigation through a menu system is imperative to user satisfaction, the menu system is a key component in the UI. This study concerned three types of menu anchor interactors in smartphone UIs (Transient, Top persistent, and Navigation hub), on three website types (Single service, Brand, and Service directory). The goal was to investigate what influence the website type has on the user’s preferences of menu anchor itneractors.

    The theoretical base is previous research on menu systems in graphical UIs. The study was done by a questionnaire where the participants were presented images of three different menu anchor interactors on three different website types, and asked to score the assumed helpfulness of the menu anchor interactor from one to seven on a Likert scale. In addition, they were asked to clarify their scoring in a qualitative response.

    The key findings are that users prefer menu anchor interactors that display several navigation links, and that there are indications that the Top persistent menu anchor interactor works best on the Service directory website type, while Single service and Brand website types seem to benefit from a Navigation hub. However, the results also show the importance of studying UI components in their full UI context, as the whole UI affects the perceived usability of the menu anchor interactor.

  • 13.
    Nasufovski, Harun
    Kristianstad University, Faculty of Business.
    Gamification och online mathandel: ett förslag för att handla mer frukt och grönt.2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Online grocery shopping is an ever-growing service in Sweden, as more people are starting to purchase their food online. Despite this, the Swedes do not eat well since over 51% of the population is overweight or obese, which can lead to serious diseases. The inclusion of fruits and vegetables in the daily diet has proven to be the optimal way to counteract obesity and diseases. Since year 2010, the term gamification has been formed and has meant that game elements have been used in different contexts outside of games. Studies have shown that the implementation of gamification and game elements such as points, badges and leaderboards in various services has had a positive impact on learning, teaching and, above all, motivation. The purpose of the study was to investigate how gamification could motivate people to purchase more fruit and vegetables via an online grocery shopping site. The study was conducted with a high-fidelity prototype containing the game elements badges, leaderboards, avatars, points, levels and feedback and was tested on six participants who had previously purchased food online. The qualitative methods of observation and interview were used to generate the result. The study resulted in the participants experiencing increased motivation to purchase more fruit and vegetables and showed that gamification could also be implemented in online grocery shopping services.

  • 14.
    Ruse, Vidal
    et al.
    Kristianstad University, Faculty of Business, Avdelningen för design.
    Faraon, Montathar
    Kristianstad University, Faculty of Business, Avdelningen för design.
    Wetterstrand, Martin
    Kristianstad University, Faculty of Business, Avdelningen för ekonomi.
    Hue combinations for the web: towards a repertoire of design guidelines for combining color hues based on cultural background2019In: ICCTA 2019 Proceedings of the 2019 5th International Conference on Computer and Technology Applications, New York, 2019, p. 63-70Conference paper (Refereed)
    Abstract [en]

    Existing research shows that users tend to assess the visual appeal of a web page within 50 ms and color is the first thing that is noticed on a screen. This directly influences the user's perception of a website, and a choice of appealing color combinations may, therefore, be crucial in successful web design. This article aims to identify, formulate, and evaluate design guidelines to support designers in the process of combining color hues for websites in the context of the Swedish and Thai cultures. A quantitative approach was used to evaluate the proposed design guidelines. The results show that culture plays a role in the evaluation of color hue combinations; Thai participants rated Thai designs significantly more highly than the Swedish participants, but the reverse was not true, and Thai designs were rated more highly than Swedish designs by all participants. The results may have implications for practitioners working in the field of web design and for the broader debate of cultural influence on color preference.

  • 15.
    Siess, Andreas
    et al.
    Tyskland.
    Hepperle, Daniel
    Tyskland.
    Wölfel, Matthias
    Tyskland.
    Johansson, Michael
    Kristianstad University, Faculty of Business, Avdelningen för design.
    Worldmaking: designing for audience participation, immersion and interaction in virtual and real spaces2018In: Interactivity, game creation, design, learning, and innovation / [ed] Anthony L. Brooks & Eva Brooks & Cristina Sylla, Cham: Springer, 2018Chapter in book (Other academic)
  • 16.
    Soneson, Thore
    et al.
    Kristianstad University, Faculty of Business, Avdelningen för design.
    Johansson, Michael
    Kristianstad University, Faculty of Business, Avdelningen för design.
    ‘Wanderlost’: a participatory art and design endeavor2018In: Mediterranean cities and island communities: smart, sustainable, inclusive and resilient / [ed] Anastasia Stratigea & Dimitris Kavroudakis, Cham: Springer, 2018, p. 135-160Chapter in book (Other academic)
    Abstract [en]

    Wanderlost’ addresses the growing complexity of life in today’s city spaces and the imminent challenges to the development of the urban environment. It delineates experiences gained from a project’s work, which incorporated workshops, artists’ collaborations, interactive participatory setups in public, theatre and performance spaces. It is a result of two public workshops in the end of the four-year-long period in the People Smart Sculpture (PS2) framework in the cities of Kristianstad and Copenhagen, with public events in April/May 2017 and October 2017. In this article we discuss how the project was prepared, set-up and implemented. We call this storyworld ‘Wanderlost’, developed from the project CubeX “The Journey to Abadyl”. We describe this work in the sections Collaboration, Research and Methods to show how we draw knowledge, methods and research from our work in the collaborative network PRAMnet in developing participatory concepts using a virtual city, the city of Abadyl as a backdrop. We put forward our models for engaging participation in a storyworld to imagine the world and our relations anew. We conclude that the ‘Wanderlost’ concept and project can be reused and re-situated in other contexts and environments; keeping the fundamental three formats with a digitally mediated tool, physical guides and explorative walks and a map of amusing and provoking artworks as a matrix.

  • 17.
    Thorsén, Andreas
    Kristianstad University, Faculty of Business.
    Digital Design för att främja kommunikation i astmavård: Hur digitala tjänster genom individanpassad information kan komplettera och främja vårdmötet2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In Sweden, 800,000 persons are estimated to live with asthma. There is an ongoing digitization work in the country, to make healthcare more accessible to patients through the use of e-services. E-services intended for asthma care have shown difficulties in promoting communication between patients and the caregiver. E-services have not been considered able to replace the personal contact that a healthcare meeting between the patient and the caregiver offers. Lack of contact with the healthcare can lead to gradual deterioration of asthma symptoms not being detected. It can also lead to a patient-perceived lack of social support, which can lead to poorer mental health for the patient. To explore how e-services for asthma care can be designed in order to, through individualized information, promote and maintain communication between patient and the healthcare provider, in support of good care and patient health, a study divided into three steps has been carried out. The study began with a literature search, was followed by an interview study with open interviews and ended in a concept-driven design process. The interviews were analyzed against previous theories and used together with these as the basis for creating a design concept intended to promote and maintain communication between the patient and the caregiver in asthma care. The design concept, "Astmaportalen” (“The Asthma Portal"), was iteratively created through a concept-driven design method which involved asthma care personnel, asthma patients and informatics students. The concept was manifested in the form of a digital prototype. Evaluations with asthma care personnel and asthma patients demonstrated that the design concept could make a useful contribution to a symbiosis of healthcare meetings on site and digital solutions.

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