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1.
User Experience and Interface Design for a Digital Platform to Support Pet Adoption From Animal Shelters and Animal Rescue Organisations in Europe : magistrsko delo
Špela Bricman, 2023, master's thesis

Abstract: This thesis used design thinking to create a user-friendly digital platform named PetScout for adopting animals from European shelters and rescue groups. We conducted user interviews and an online survey and designed personas, empathy maps, and scenarios to understand user needs. As part of the design process, we defined the platform’s requirements and developed the information architecture. We identified two viable solutions for the project based on research findings: a web-based and a mobile-based solution. To visualize these ideas effectively, we developed prototypes at two different fidelities – low and high fidelity. The prototypes were tested in usability testing using the thinking-aloud method, which measured effectiveness, efficiency, and satisfaction. The usability testing results showed that our platform is visually appealing, user-friendly, intuitive, and easy to use. A vital finding was the platform’s effectiveness, as high-fidelity prototypes achieved a task completion rate of 100%. Moreover, the concept proved highly efficient since participants, on average, needed 166 seconds to finish vital tasks. Additionally, the SUS score of 97, supported by the positive qualitative user feedback, signifies outstanding user satisfaction and a high level of usability. Finally, this study highlights the importance of knowing and understanding user needs in design, and it provides recommendations to improve usability and potentially increase the number of successful adoptions on similar platforms.
Keywords: user experience design, user interface design, design thinking, user research, usability testing
Published in DKUM: 13.10.2023; Views: 505; Downloads: 61
.pdf Full text (7,91 MB)

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 in DKUM: 05.06.2015; Views: 1815; Downloads: 225
.pdf Full text (2,84 MB)

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