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1.
IZBOLJŠANJE UPORABNIŠKE IZKUŠNJE V TRGOVINAH
Goran Ramljak, 2014, master's thesis

Abstract: Glavni cilj magistrske naloge je raziskati področje uporabniške izkušnje na splošno in še posebej v maloprodajni industriji. Magistrsko delo temeljito raziskuje nove tehnologije in študije primerov njihove uporabe. Glede na široko področje raziskovanja, smo se osredotočili na sodobne brezžične tehnologije, kot je Bluetooth LE. V okviru raziskave, smo preučiti tudi mentalne modele kupcev, ki lahko pomembno vplivajo na uporabo novih tehnologij. Naša osnovna hipoteza je, da bo uporaba novih tehnologij izboljšajo uporabniško izkušnjo v trgovinah in da bodo uporabniki lahko učinkoviteje porabili svoj čas v trgovini. • H1: Vedenje uporabnikov v javnih prostorih (trgovinah) je odvisno od podatkov v fizičnih in elektronski okoljih, ki ga obkrožajo. Elektronska okolja postavljajo kontekst za interakcijo med ljudmi in računalniškimi storitvami. • H2: Atmosfera v trgovinah vpliva na način dojemanja izdelkov. Svetla in zanimivejša trgovina daje uporabniku občutek, da gre za trgovino s kakovostnimi izdelki. Interaktivni elementi, kot so prikazovalniki, mobilne aplikacije z nadgrajeno resničnostjo, ipd. spodbujajo raziskovanje in naredijo izdelke bolj atraktivne.
Keywords: User Experience, public spaces, iBeacon, bluetooth, internet of things
Published: 30.10.2015; Views: 730; Downloads: 92
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2.
USE OF GAMIFICATION IN EVERYDAY LIFE
Ana Filip, 2015, master's thesis

Abstract: Gamification is the use of game-designed elements and techniques in non-game related context. It is a relatively new concept that can be used in education, business, and in everyday life.The thesis presents different aspects of gamification use in everyday life. The author of the work has sought to explore how many people and to what extent they know the concept of gamification, what they think about it and whether they agree that such a concept gives positive results in various fields. This study included the fields of: education, healthy living and marketing.
Keywords: gamification, user experience design, user engagement
Published: 05.06.2015; Views: 702; Downloads: 88
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3.
Gamification: Improvement of the user experience in ubiquitous applications for health and well-being of people
Nenad Naranđa, 2017, master's thesis

Abstract: The goal of this work was to explore gamification in the healthcare domain with regards to fitness in order to understand how and which gamification mechanics can improve user experience in ubiquitous applications. This possible influence was tested conducting a survey in which the participants evaluated first the fitness application 30 Day Fit Challenge Workout and then its impact on their motivation. The results showed that the gamification mechanics did increase motivation (progression the most significantly, achievements the least), and therefore improved the user experience. Female participants felt more motivated than male ones.
Keywords: gamification, user experience, motivation, ubiquitous applications, health and well being
Published: 20.02.2017; Views: 468; Downloads: 77
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4.
User experience with security elements in internet and mobile banking
Aleksandra Svilar, Jože Zupančič, 2016, original scientific article

Abstract: Background/Purpose: Maintaining a balance between security and a positive user experience in mobile and Internet banking is becoming increasingly difficult for the providers of banking services. The goal of our research is to analyse user opinions about the current situation: how users perceive security and how the authentication methods they are using affect user experience. Methodology: Data were collected using an online survey among the users of 15 banks operating in Slovenia, and statistical methods were applied to analyse them. Results of the users’ study were evaluated and commented by a limited number of interviewed banking security experts. Results: The results indicate that the use of mobile banking in Slovenia is relatively low, as only 30 percent of respondents use mobile banking along with Internet banking. Slovenian users perceive security to be the most important factor in mobile and online banking, closely followed by reliability. We also verified whether the users knew which authentication methods they were using: 69% of respondents selected the correct authentication method. The opinion of 88% of respondents was that authentication methods do not limit them when using mobile and Internet banking. Results of the study of user’s opinions did not surprise the experts, although experts’ views about the balance between security and usability diverged considerably. Conclusion: Our results indicate that, in Slovenia, users of the Internet and mobile banking services regard security to be the most important element in mobile or Internet banking and find user experience less important while they absolutely do want products that are easy to use.
Keywords: internet banking, mobile banking, security, user experience
Published: 04.04.2017; Views: 545; Downloads: 74
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5.
Do the experiences of patients of state-employed family physicians and concessionaires in Slovenia differ?
Danica Rotar-Pavlič, Maja Sever, Zalika Klemenc-Ketiš, Igor Švab, Janko Kersnik, Wienke Boerma, 2015, original scientific article

Abstract: Background: Family practice healthcare in Slovenia is provided by state-employed family physicians as well as concessionaires. However, both work under a contract with the National Health Insurance Institute. This study focuses on comparing patients’ experiences with Slovenian concessionaires and state-employed physicians. Methods: We performed analyses using survey data from a cross-sectional study on patient experiences, which took place from September 2011 to April 2012 as a part of the international QUALICOPC study. The Slovenian branch of this study included 1,962 patients visiting family practices. Patients were classified into two groups with respect to the registered status of their family physician. They completed the questionnaires immediately aſter visiting their family physicians. Data used in the analyses included 76 variables: 18 socio-economic and 58 variables linked to the patient’s experience. Results: The analyses showed few differences between concessionaires and state-employed family physicians. In comparison with patients of state-employed family physicians, patients of concessionaires were less likely to make an appointment for a visit (19.8 % vs. 29.2 %), were generally more frequent visitors (43.7 % vs. 50.7 %), and more oſten felt that opening hours were too restricted (25.7 % vs. 31.9 %). Patients of concessionaires believed more oſten that in general, doctors can be trusted (40.1 % vs.47.1 %). A smaller percentage of patients of concessionaires felt that their physician had the capacity to deal with personal problems as well as to provide medical care (61.9 % vs. 54.7 %). Conclusions: There are few differences in patients’ experiences of state-employed family physicians and concessionaires. Slovenian patients have a generally positive experience with family practice services regardless of the family physicians’ status. Plans for organizational change of the health sector should include patients’ perceptions of services.
Keywords: patient, experience, family physician, state-employed, concessionaire
Published: 10.05.2017; Views: 355; Downloads: 85
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6.
The effect of carbon dioxide on near-death experiences in out-of-hospital cardiac arrest survivors: a prospective observational study
Zalika Klemenc-Ketiš, Janko Kersnik, Štefek Grmec, 2010, original scientific article

Abstract: Introduction: Near-death experiences (NDEs) are reported by 11-23% of cardiac arrest survivors. Several theories concerning the mechanisms of NDEs exist - including physical, psychological, and transcendental reasons - but so far none of these has satisfactorily explained this phenomenon. In this study, we investigated the effect of partial pressures of O2 and CO2, and serum levels of Na and K on the occurrence of NDEs in out-of-hospital cardiac arrest survivors. Methods: A prospective observational study was conducted in the three largest hospitals in Slovenia. Fifty-two consecutive patients (median age 53.1 years, 42 males) after out-of-hospital cardiac arrest were included. The presence of NDEs was assessed with a self-administered Greyson's NDE scale. The initial partial pressure of end-tidal CO2, the arterial blood partial pressures of O2 and CO2 and the levels of Na and K in venous blood were analysed and studied. Univariate analyses and multiple regression models were used. Results: NDEs were reported by 11 (21.2%) of the patients. Patients with higher initial partial pressures of end-tidal CO2 had significantly more NDEs (P < 0.01). Patients with higher arterial blood partial pressures of CO2 had significantly more NDEs (P = 0.041). Scores on a NDE scale were positively correlated with partial pressures of CO2 (P = 0.017) and with serum levels of potassium (P = 0.026). The logistic regression model for the presence of NDEs (P = 0.002) explained 46% of the variance and revealed higher partial pressures of CO2 to be an independent predictor of NDEs. The linear regression model for a higher score on the NDE scale (P = 0.001) explained 34% of the variance and revealed higher partial pressures of CO2, higher serum levels of K, and previous NDEs as independent predictors of the NDE score. Conclusions: Higher concentrations of CO2 proved significant, and higher serum levels of K might be important in the provoking of NDEs. Since these associations have not been reported before, our study adds novel information to the field of NDEs phenomena.
Keywords: near-death experience, cardiac arrest, survivors
Published: 29.06.2017; Views: 261; Downloads: 93
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7.
Vpliv uporabnika na spletno marketinško platformo
Slavica Šuman, 2017, master's thesis

Abstract: As a part of the Master thesis, we wanted to improve user experience, user interface and usability of Forsikringsportalen platform. Based on literature review and case studies conducted from the same or similar area of research, we redesigned certain elements of the platform. The performance of the redesigned elements was measured with Preference and Question tests as well as gathering of statistical data. With gathered results, we formed a conclusion that will help the company to engage users more. With the implemented improvements and increased percentage of first-time logins, the company can focus on the engagement after the login.
Keywords: Forsikringsportalen, usability, user experience, user interface, online platform
Published: 06.10.2017; Views: 257; Downloads: 0

8.
The field trip as part of spatial (architectural) design art classes
Janja Batič, 2011, original scientific article

Abstract: Spatial (architectural) design is one of five fields introduced to pupils as part of art education. In planning architectural design tasks, one should take into consideration the particularities of the architectural design process and enable pupils to experience space and relationships within space through their own movement. Furthermore, pupils should have an opportunity to play the roles of (critical) users as well as co-creators or spatial planners. In this respect, the field trip plays a vital role, as it allows pupils to experience (architectural) space through their own movement, their senses and in a real environment. The architectural experience that the pupilsgain differs from their everyday experience of moving through space, as the former is based on education and training, and thus helps pupils develop architecture appreciation.
Keywords: architecture appreciation, art education, field trip, spatial (architectural) design, spatial experience
Published: 13.07.2017; Views: 220; Downloads: 42
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9.
Using the 3D virtual environments for teaching
Maja Pivec, 2012, original scientific article

Abstract: Virtual worlds represent a powerful media for instruction, offering a wide scope of tools for social interaction and innovation in learning that encourages student participation. Supported by the AVATAR course, teachers were able to productively create teaching and learning environments that support the needs of learners of diverse linguistic, cultural and economic backgrounds, all within a safe virtual environment. This paper outlines the AVATAR course structure, delivery, experiences, and post course reflections on teaching within a 3D virtual world.
Keywords: e-learning, 3D virtual environment, course structure, experience
Published: 23.01.2018; Views: 171; Downloads: 26
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10.
Analysis of individual aspects influencing non-purchasing in an online environment and consumer willingness to purchase custom-made apparel
Milica Žuraj, Petra Šparl, Anja Žnidaršič, 2017, original scientific article

Abstract: Purpose: The main purpose of the study was to assess the opinion of online consumers about the possibility of making custom apparel using 3D body scanning technology in an online environment and to investigate the shopping experience of consumers who purchase in the online apparel market. In order to be able to propose solutions to improve the online shopping experience, we also investigated aspects influencing non-purchasing in an online environment. Methods: An online questionnaire on shopping experience, influences on the purchase, and the process of online apparel shopping using advanced technology was prepared and distributed via several online channels to the consumers who purchase apparel online. The questionnaire was completed by 76 respondents from different European countries, the United States and Australia. In order to analyze individual aspects influencing non-purchasing in an online environment, an exploratory factor analysis was performed. Results: The factor analysis revealed that the two broad dimensions of reasons why consumers have never bought any ready-to-wear apparel online despite browsing are a misperception of product integrity and time-consuming searching. The results show that the proposed solutions to improve the online apparel experience, such as making custom apparel using advanced technologies, have a positive impact on the decision of the consumers to purchase on the online apparel market. It turned out that a high proportion of potential consumers are willing to share their body dimensions through 3D body scanning technology in order to improve the fit of the apparel. Conclusion: According to the results, we expect that the advanced 3D body scanning technology would provide substantial progress regarding fit, visualization, and manufacturing of custom-made apparel when purchasing in online stores.
Keywords: online shopping apparel, custom made apparel, counsumerʼ shopping experience
Published: 23.01.2018; Views: 210; Downloads: 69
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