Sökning: "User Engagement"

Visar resultat 1 - 5 av 47 avhandlingar innehållade orden User Engagement.

  1. 1. User engagement in Living Labs : Issues and concerns

    Författare :Abdolrasoul Habibipour; Anna Ståhlbröst; Diana Chronéer; John Sören Pettersson; Luleå tekniska universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; participatory design; user engagement; user engagement framework; user perspective; commitment; living lab; innovation; test; adoption; Information systems; Informationssystem;

    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. 2. Personalising service user engagement : entrepreneurs and membership organisations in the mental health sector

    Författare :Hilda Näslund; Urban Markström; Stefan Sjöström; Martin Börjeson; Umeå universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Mental health; social mobilisation; service user movement; experiential knowledge;

    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. 3. Validating User Engagement and Effectiveness of Training Simulations : A mixed-methods approach informed by embodied cognition and psychophysiological measures

    Författare :Hiran B. Ekanayake; Robert Ramberg; Tom Ziemke; Per Backlund; Kamalanath Priyantha Hewagamage; Craig Lindley; Stockholms universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; training simulators; simulation validation; psychological fidelity; psychophysiological measures; embodied cognition; electroencephalography EEG ; galvanic skin response GSR ; träningssimulatorer; validering av simuleringar; psykologisk realism; psyko-fysiologiska mått; kroppslig kognition; elektroencefalografi EEG ; galvanisk hudrespons GSR ; Computer and Systems Sciences; data- och systemvetenskap;

    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. 4. Faster. Stronger. Better? : designing for enhanced engagement of extreme sports

    Författare :Rouien Zarin; Andreas Lund; Johan Redström; Ambra Trotto; Tom Djajadiningrat; Umeå universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; HUMANIORA; HUMANITIES; constructive design research; design prototypes; prototypes; design research; research through design; embodiment; sports; interaction; technology; user experience; human computer interaction; tactile; feedback; design; design;

    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. 5. Gameful experiences : The not so painful road to gainful behavior

    Författare :Johan Högberg; Erik Wästlund; Per Kristensson; Juho Hamari; Per Backlund; Karlstads universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Gamification; Gameful experience; Engagement; Customer experience; In-store marketing; Psykologi; Psychology;

    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