Sökning: "User Engagement"
Visar resultat 1 - 5 av 47 avhandlingar innehållade orden User Engagement.
1. User engagement in Living Labs : Issues and concerns
Sammanfattning : User engagement and the participatory design approach are well-established in information systems research for many years, and several studies have investigated the challenges of user engagement in the innovation processes. The majority of these studies have discussed participatory design activities – specifically user engagement –in an organizational context. LÄS MER
2. Personalising service user engagement : entrepreneurs and membership organisations in the mental health sector
Sammanfattning : New modes of social mobilisation are emerging in the mental health sector. Member-based mental health service user organisations (MHSUOs), targeting people with lived experience of mental ill-health and occasionally their relatives, have been active in Sweden since the 1960s. LÄS MER
3. Validating User Engagement and Effectiveness of Training Simulations : A mixed-methods approach informed by embodied cognition and psychophysiological measures
Sammanfattning : Simulation-based training has gained widespread attention recently as a response to drawbacks associated with traditional training approaches, such as high training costs (instructors, equipment, etc.), high risks (e.g. pilot training), and ethical issues (e. LÄS MER
4. Faster. Stronger. Better? : designing for enhanced engagement of extreme sports
Sammanfattning : The human body is capable of very rich and complex movements and gestures which we use in everyday life to manipulate, navigate and negotiate the world around us—it is our interface for human experience. However, as technology advances it simultaneously shrinks, moving closer to our bodies, intertwining with the many facets of our lives and positions itself between our experiences of the physical environments around us. LÄS MER
5. Gameful experiences : The not so painful road to gainful behavior
Sammanfattning : The aim of this work is to investigate the experiences that users make when using gamified services and the effect that such experiences have on the targeted behavioral outcomes. Considerable attention is dedicated to the gameful experience, since this experience is necessary for gamification to affect the target behavior. LÄS MER