Search results for "käyttäjäkokemus"

showing 10 items of 99 documents

Barriers and facilitators of older people's mHealth usage: a qualitative review of older people's views

2018

The aim of this qualitative evidence synthesis is to identify and assess existing\ud evidence on barriers to and facilitators of older people’s usage of mHealth. Existing\ud literature identified many factors that affect people’s experiences and perceptions of\ud mHealth, which are in turn influenced by their personal circumstances and biography.\ud The following themes were identified using the thematic synthesis approach: (a)\ud perception of usefulness, (b) user requirements, (c) self-efficacy, (d) sense of self and\ud control, (e) privacy and confidentiality, and (f) cost. MHealth devices and services are\ud complex interventions that have to be integrated into an older person’s life in…

020205 medical informaticsSocial Psychologymedia_common.quotation_subjectApplied psychologyPsychology of self02 engineering and technologyHMhyväksyminenAffect (psychology)User requirements documentPanacea (medicine)older people03 medical and health sciences0302 clinical medicinePromotion (rank)barriers and facilitatorsuser perspectivesRA0421qualitative evidence synthesisPerceptiontechnology acceptance0202 electrical engineering electronic engineering information engineeringConfidentiality030212 general & internal medicinemHealthmedia_commonCommunicationHuman-Computer InteractionmHealthteknologiakäyttäjäkokemusPsychologyikääntyneet
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Ensuring Diverse User Experiences and Accessibility While Developing the TeSLA e-Assessment System

2019

The TeSLA project, with its new, innovative approaches for e-assessment, offers a great possibility for increasing the educational equality and making higher education studies available for all. It has been estimated that 10–15% of students in higher education institutions have some disabilities or special educational needs. At online universities or in online programmes, the number is even higher. These numbers emphasise the importance of the universal design for learning as a leading principle while developing the digital learning environments and e-assessment procedures. In this chapter, we describe the key elements of ensuring the accessibility of the TeSLA e-assessment system during th…

030506 rehabilitationKnowledge managementHigher educationkoulutusteknologiaoppiminenComputer sciencearviointimenetelmätstudent with special educational needs and disabilities (SEND student)luottamuksellisuus03 medical and health sciencesTeSLA ProjectvammaisuusUser experience designerityisopetusverkko-opiskeluuser experienceetäopetusComputingMilieux_COMPUTERSANDEDUCATIONerityiskasvatusverkkoarviointiTeSLA-projektiDigital learninge-assessmentetäopiskeluspecial educational needskäytettävyysbusiness.industry4. Education05 social sciences050301 educationUniversal Design for LearningUsabilityaccessibilityusabilityE-assessmente-arviointidisabilitysaavutettavuusKey (cryptography)Special educational needskäyttäjäkokemus0305 other medical sciencebusiness0503 educationarviointi
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Developing E-Authentication for E-Assessment : Diversity of Students Testing the System in Higher Education

2020

Sähköinen tunnistautuminen on yksi keskeisistä teemoista verkko-opetuksessa, -opiskelussa ja - arvioinnissa. Tämän tutkimuksen tarkoituksena oli tutkia opiskeluunsa erityistä tukea tarvitsevien yliopisto-opiskelijoiden käyttökokemuksia kehitteillä olevasta sähköisestä tunnistautumisjärjestelmästä. Erityistä huomiota kehittämistyössä kiinnitettiin tunnistautumisen saavutettavuuteen. Kaikkiaan 15 opiskelijaa testasi TeSLA-projektin osana kehitettyä tunnistautumisjärjestelmää, johon kuului kasvojentunnistus, äänentunnistus, näppäilyntunnistus, tekstityylianalyysi ja plagioinnin tunnistus. Opiskelijat täyttivät esi- ja jälkikyselylomakkeet sekä osallistuivat henkilökohtaisiin haastatteluihin. T…

030506 rehabilitationerilaiset oppijatHigher educationmedia_common.quotation_subjectInternet privacykorkeakouluopetus03 medical and health sciencesspecial educational needs and disabilities (SEND)ComputingMilieux_COMPUTERSANDEDUCATIONsähköinen tunnistaminenverkko-opetuse-assessmentmedia_commonbusiness.industry4. Education05 social sciences050301 educationTeSLA systemverkko-oppiminenAuthentication (law)accessibilityE-assessmentsaavutettavuuse-authenticationhigher educationkäyttäjäkokemus0305 other medical sciencePsychologybusiness0503 educationDiversity (politics)
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Experiencing Commercial Videos for Online Shopping

2018

In recent years online shopping has become a popular and convenient instrument for companies to buy and sell products. However, the design of these web-shops does not offer the rich multisensory experiences than physical retailing offers. In the paper we argue that audio-visual contents could provide dynamic multisensory information to offer more engaging experiences to the consumer, but to achieve this goal, audio-visual contents need to be adjusted to the cultural characteristics of the users. Despite controversies regarding universalism of the emotional experiences induced by perceptual processes, we present evidence that suggests cultural modulations of videos experiences. In the report…

05 social sciences050801 communication & media studiesAdvertisingvideotonline shoppingkuvatallenteet0508 media and communicationsCross-cultural0501 psychology and cognitive sciencescommercial videoskäyttäjäkokemusverkkokaupat (WWW-sivustot)audiovisuaalinen aineistoPsychology050107 human factors
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Enabling Sociability When Using Virtual Reality Applications : A Design Science Research Approach

2019

Immersive virtual reality applications aim at providing an all-encompassing spatial experience where a user can feel like being in another world or dimension. The systems are inherently designed for individual use as the devices disconnect the user from the physical environment. However, the applications are seldom used alone. Specifically, when used for sales and marketing, the user often needs help from other people but also benefits from social interaction as a part of the experience. Design research methodology is applied to three iterative development versions of a virtual-reality application. The focus of the evaluation of the artifacts is in the social use emphasizing three sociabili…

4112 ForestryCustomer experienceEngineeringdigital servicespalvelutbusiness.industrydesign scienceeducationpäätöksentekoDesign scienceVirtual realitydigitalizationvirtuaalitodellisuusasiakkaattäydennetty todellisuusHuman–computer interactionmobiilipalvelutdecision analyticsDesign science research512 Business and Managementkäyttäjäkokemusbusinessdigitalisaatiolisätty todellisuus
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Utilizing User Stories to Bring AI Ethics into Practice in Software Engineering

2022

AI ethics is a research area characterized by a prominent gap between research and practice. With most studies in the area being conceptual in nature or focused on technical ML (Machine Learning) solutions, the link between AI (Artificial Intelligence) ethics and SE (Software Engineering) practice remains thin. Establishing this link, we argue, is vital going forward. While conceptual discussion is required to define AI ethics, much progress has already been made in this regard. Similarly, though technical ML solutions are also required for practical implementation, ML systems are ultimately still software, and thus SE cannot be forgotten. In this paper, we propose one way of bringing AI et…

AI ethicskoneoppiminenuser storykäyttäjätethical toolohjelmistotuotantoteknologinen kehityskäyttäjäkokemustekoälyetiikkaartificial intelligenceeettisyysethical user story
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Critical Experiences with Sport and Wellness Technology Digital Coach : A Study among University Students with Low Levels of Physical Activity

2019

University age students have been found to be in a high risk of disengagement with physical activity and therefore exercise promotion to this target group is important. Since today’s students are familiar with different kinds of digital technology, it is worth including personal wellness devices in physical activity promotion. This study explores critical experiences occurring during the implementation phase of a sport and wellness technology digital coach among university students with low or sedentary physical activity level. This study uses qualitative methods and is based on a thematic analysis of 30 interviews combined with the critical incident technique. The study reveals the experie…

CITliikuntateknologiastudentsopiskelijatsport and wellness technologycritical experiencesälykellotharjoittelukäyttäjäkokemusdigital coach
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Christianity and digital culture : analysis of users' experiences of the christian social networking site in Taiwan - Walei

2011

Social Networking Sites (SNSs) have been a popular phenomenon worldwide, while religion in Computer Mediated Communication (CMC) studies has gained more academic attention. Walei as a pioneering social networking site is founded by a group of Protestant Christians targeting at the youth in Taiwan, and it exemplifies religious application on the Internet. This thesis investigates what role such a website plays both for its users and against its competition, particularly in the non-Christian cultural context. Using online interviews with nine users of Walei, how the interactivity affects Christian users‟ religious identity and the impression of non-Christian users toward Christianity is explo…

CMCverkkoyhteisötTaiwanusers‟ experiencesWWW-sivutkristillisyyskäyttäjäkokemusSNSsidentity formation onlineChristianity onlineuskonto
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Improving Password Memorability, While Not Inconveniencing the User

2019

Passwords are the most frequently used authentication mechanism. However, due to increased password numbers, there has been an increase in insecure password behaviors (e.g., password reuse). Therefore, new and innovative ways are needed to increase password memorability and security. Typically, users are asked to input their passwords once in order to access the system, and twice to verify the password, when they create a new account. But what if users were asked to input their passwords three or four times when they create new accounts? In this study, three groups of participants were asked to verify their passwords once (control group), twice, and three times (two experimental groups). Ps…

ComputingMilieux_MANAGEMENTOFCOMPUTINGANDINFORMATIONSYSTEMSSoftware_OPERATINGSYSTEMSpassword securitypassword security behaviorturvallisuuspassword memorabilityuser conveniencemuistaminensalasanatkäyttäjäkokemuspassword verificationtoisto
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User-centered development and maintenance method for software teams

2017

Tämä tutkimus pyrkii löytämään sopivan metodin jatkuvaan ohjelmistokehitykseen (tuotekehitys ja ylläpito). Se yhdistää ketterän ohjelmistokehitysmenetelmän uusimpiin operatiivisiin metodeihin sekä käyttäjäläheiseen ohjelmistosuunnitteluun. Tutkimus sisältää uuden mallin, joka sisältää metodin arvot, tavoitteet, periaatteet, säännöt, prosessimallin, roolit ja vastuut ohjelmistotiimeille. Tämän metodin avulla ohjelmistotiimit voivat mahdollisesti tehokkaammin tuottaa ja ylläpitää käyttäjäystävällisiä palveluita. Tutkimuksessa on haastateltu IT-alan ammattilaisia isoimmista suomalaisista IT-yrityksistä. Tutkimuksen lopputulos on metodi ohjelmistokehityksen ammattilaisille. Metodi yhdistää käyt…

DevOpsketterät menetelmätkäytettävyyskäyttäjäkokemuskehitysohjelmistokehitysScrumtietojärjestelmät
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