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1.
IZBOLJŠANJE UPORABNIŠKE IZKUŠNJE V TRGOVINAH
Goran Ramljak, 2014, magistrsko delo

Opis: 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.
Ključne besede: User Experience, public spaces, iBeacon, bluetooth, internet of things
Objavljeno: 30.10.2015; Ogledov: 773; Prenosov: 96
.pdf Celotno besedilo (5,02 MB)

2.
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: 05.06.2015; Ogledov: 754; Prenosov: 94
.pdf Celotno besedilo (2,84 MB)

3.
Gamification: Improvement of the user experience in ubiquitous applications for health and well-being of people
Nenad Naranđa, 2017, magistrsko delo

Opis: 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.
Ključne besede: gamification, user experience, motivation, ubiquitous applications, health and well being
Objavljeno: 20.02.2017; Ogledov: 511; Prenosov: 84
.pdf Celotno besedilo (2,03 MB)
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4.
User experience with security elements in internet and mobile banking
Aleksandra Svilar, Jože Zupančič, 2016, izvirni znanstveni članek

Opis: 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.
Ključne besede: internet banking, mobile banking, security, user experience
Objavljeno: 04.04.2017; Ogledov: 617; Prenosov: 145
.pdf Celotno besedilo (637,90 KB)
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5.
Vpliv uporabnika na spletno marketinško platformo
Slavica Šuman, 2017, magistrsko delo

Opis: 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.
Ključne besede: Forsikringsportalen, usability, user experience, user interface, online platform
Objavljeno: 06.10.2017; Ogledov: 312; Prenosov: 0

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