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1.
User Experience of Croatian National & Nature Parks’ Website – A Comparison : a comparison
Mihaela Franjić, 2022, master's thesis

Abstract: We are not saying that tourism is a dynamic area for no reason, as the COVID–19 pandemic has shown us. Tourism is influenced by many external factors, and one of them is the development of digital technology, which must be monitored in parallel. We are currently in a historical period that is characterized by the fact that without the Internet there is no expansion into other markets. Digital technology covers all pores and activities of modern society, enables new ways for sales, development, distribution in the tourist market, which is full of opportunities and obstacles. Websites have evolved largely because they help, especially small and medium–sized organizations reduce costs, time, and help them market and present themselves to users. In this paper, we will deal with Croatian national and natural parks, which are a national treasure of exceptional importance for Croatian tourism, and which annually attract around 3.5 million tourists. For the first time, in 2017, the parks of Croatia integrated all the parks on one website through the PARCS project, as a basis for better informing users and promoting the parks as a brand on the tourist market. Precisely for this reason, we are interested in how users view the website www.parkovihrvatske.hr, since the appearance of the site has not been renewed since 2017. It is extremely important to know the opinion of potential users, because more than half of the time they plan and book their trip via the Internet with the help of a computer. This is one more reason to check the current situation and opinion of foreign and domestic citizens. The research enabled us to compare respondents, connect expectations and evaluations, and at the end provide an additional opinion of the respondents. In order to improve and improve the user experience according to the respondents, the website should work on its design, security, include all park offers together with tickets and update its information. Based on the analysis, we will try to present guidelines for upgrading the website if they want to be trendy, competitive and expand into the tourist market overwhelmed by digital transformation.
Keywords: Digital Tourism, Digital Transformation, User Interface, User Experience, Croatian National and Natural parks
Published in DKUM: 24.10.2022; Views: 142; Downloads: 45
.pdf Full text (3,09 MB)

2.
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 in DKUM: 06.10.2017; Views: 1157; Downloads: 36
.pdf Full text (3,87 MB)

3.
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 in DKUM: 04.04.2017; Views: 1435; Downloads: 357
.pdf Full text (637,90 KB)
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4.
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 in DKUM: 20.02.2017; Views: 1174; Downloads: 247
.pdf Full text (2,03 MB)
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5.
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 in DKUM: 30.10.2015; Views: 1447; Downloads: 178
.pdf Full text (5,02 MB)

6.
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 in DKUM: 05.06.2015; Views: 1384; Downloads: 196
.pdf Full text (2,84 MB)

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