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1.
Exploring the feasibility of generative AI in persona research : a omparative analysis of large language model-generated and human-crafted personas in obesity research
Urška Smrke, Ana Rehberger, Nejc Plohl, Izidor Mlakar, 2025, izvirni znanstveni članek

Opis: This study investigates the perceptions of Persona descriptions generated using three different large language models (LLMs) and qualitatively developed Personas by an expert panel involved in obesity research. Six different Personas were defined, three from the clinical domain and three from the educational domain. The descriptions of Personas were generated using qualitative methods and the LLMs (i.e., Bard, Llama, and ChatGPT). The perception of the developed Personas was evaluated by experts in the respective fields. The results show that, in general, the perception of Personas did not significantly differ between those generated using LLMs and those qualitatively developed by human experts. This indicates that LLMs have the potential to generate a consistent and valid representation of human stakeholders. The LLM-generated Personas were perceived as believable, relatable, and informative. However, post-hoc comparisons revealed some differences, with descriptions generated using the Bard model being in several Persona descriptions that were evaluated most favorably in terms of empathy, likability, and clarity. This study contributes to the understanding of the potential and challenges of LLM-generated Personas. Although the study focuses on obesity research, it highlights the importance of considering the specific context and the potential issues that researchers should be aware of when using generative AI for generating Personas.
Ključne besede: user personas, obesity, large language models, value sensitive design, digital health interventions
Objavljeno v DKUM: 14.02.2025; Ogledov: 0; Prenosov: 7
.pdf Celotno besedilo (812,18 KB)

2.
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, magistrsko delo

Opis: 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.
Ključne besede: user experience design, user interface design, design thinking, user research, usability testing
Objavljeno v DKUM: 13.10.2023; Ogledov: 505; Prenosov: 61
.pdf Celotno besedilo (7,91 MB)

3.
Materials design for language m-learning
Dejan Pukšič, Melita Zemljak Jontes, Marjan Krašna, 2015, izvirni znanstveni članek

Opis: Today's smart phones are versatile multimedia devices. Their processing power is incredible compared to decades-old personal computers (PCs), and the time is right to use them in education. The touch screen has provided a haptic user interface that cannot be considered as merely another mouse. The design of m-learning materials therefore needs to follow a special set of rules to maximize the efficiency of constraints posed by the devices and the user interface. In the article the design considerations are presented in the context of a practical application for using mobile devices in language learning with the application BlaBla$^{TM}$.
Ključne besede: m-learning, design, mobile assisted language learning, haptic user interface
Objavljeno v DKUM: 21.09.2017; Ogledov: 1358; Prenosov: 162
.pdf Celotno besedilo (729,26 KB)
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4.
Adapted user-centered design : a strategy for the higher user acceptance of innovative e-health services
Emilija Stojmenova Duh, Bojan Imperl, Tomaž Žohar, Dejan Dinevski, 2012, izvirni znanstveni članek

Opis: Being familiar with all the benefits of e-Health and the strategic plan for the Slovenian health sectors informatization, Telekom Slovenia and the Faculty of Medicine from the University of Maribor, along with other partners, have initiated an e-Health project. The project group is developing various e-Health services that are based on modern ICT (information and communications technology) solutions and will be available on several screens. In order to meet the users needs and expectations and, consequently, achieve the high acceptance of e-Health services, the user-centered design (UCD) approach was employed in the e-Health project. However, during the research it was found that conventional UCD methods are not completely appropriate for older adults: the target population of the e-Health services. That is why the selected UCD methods were modified and adapted for older adults. The modified UCD methods used in the research study are presented in this paper. Using the results of the adapted UCD methods, a prototype for a service named MedReminder was developed. The prototype was evaluated by a group of 12 study participants. The study participants evaluated the MedReminder service as acceptable with a good potential for a high adoption rate among its target population, i.e., older adults.
Ključne besede: ICT, e-Health, MedReminder, user-centered design, modification, adaptation, older adults
Objavljeno v DKUM: 21.06.2017; Ogledov: 1337; Prenosov: 255
.pdf Celotno besedilo (1,04 MB)
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5.
USE OF GAMIFICATION IN EVERYDAY LIFE
Ana Filip, 2015, magistrsko delo

Opis: 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.
Ključne besede: gamification, user experience design, user engagement
Objavljeno v DKUM: 05.06.2015; Ogledov: 1815; Prenosov: 224
.pdf Celotno besedilo (2,84 MB)

6.
User-centred design for multiscreen e-health applications for elderly people
Emilija Stojmenova, 2013, doktorska disertacija

Opis: This work identifies the weaknesses of the conventional UCD methods and presents a conceptual model for modifying standard UCD research procedures in such a way that they will be appropriate and supportive for the design and development of multiscreen e-health applications for elderly people. The suggested model would be used for adapting selected UCD methods for the targeted population and e-health applications’ usage contexts. A multiscreen e-health application named Med-Reminder was used in order to evaluate the modifications of the UCD methods and compare the efficiency of the modified UCD methods with the efficiency of the standard UCD methods. The user-centred design efficiency scale (UCD_ES) and heuristic observation were used to compare the efficiencies of the standard and modified UCD methods and to determine which UCD methods would be more appropriate when doing research with elderly people within the e-health domain.
Ključne besede: User-centred design, UCD methods, elderly people, e-health, multiscreen, Med-Reminder
Objavljeno v DKUM: 09.07.2013; Ogledov: 2874; Prenosov: 466
.pdf Celotno besedilo (3,42 MB)

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