Examensarbeten för masterexamen // Master Theses
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- PostA Comfortable Transition to the Electric – Terminal Tractor Investigating the Design Process of Developing a Dashboard Interface for an Electric Terminal Tractor(2022) Andréasson, Filip; Boman, Christoffer; Chalmers tekniska högskola / Institutionen för data och informationsteknik; Chalmers University of Technology / Department of Computer Science and Engineering; Dahlstedt, Palle; Wozniak, Paweł W.With the world gradually shifting toward renewable energy sources, many fossildriven industrial vehicles must transition to electric counterparts. Such transitions can be imposing on the comfort of users and poses an interesting design challenge. In this thesis, we perform a user-centred design process to create a digital dashboard interface for a new electric terminal tractor. We investigate how this process affects the user experience of the final interface concept, and what to consider when designing for a comfortable transition from traditional to novel interfaces. The process was challenged by a low availability of users, resorting to alternative methods to accomplish user-centred design. The final concept was developed through three design iterations, using legacy bias as a tool for creating comfortable transitions. Each iteration resulted in a set of concepts which were subsequently evaluated. The final concept was well-received by all stakeholders, and it managed to improve the user experience for terminal tractor operators, while still remaining a comfortable transition from traditional interfaces.
- PostA single source of text: Supporting text management in cross-functional organisations(2023) Ulén, Maja; Lynch, Tara; Chalmers tekniska högskola / Institutionen för data och informationsteknik; Chalmers University of Technology / Department of Computer Science and Engineering; Dahlstedt, Palle; Obaid, MohammadWhile previous research address problems related to cross-functional collaboration and content management, more research is needed regarding managing text strings within and across teams. As organisations become more aware of the importance of UX writing, the need for processes and tools that support it increases. This project was in collaboration with Ericsson in Gothenburg and investigates an internally facing problem regarding text management for their Network Management Portal. Following the design thinking process, several studies, including designers and developers, were conducted to uncover and address challenges with current practices. Initial studies explore the challenges within current text management processes to understand what factors impact productivity and text quality. The identified challenges were highly related to the cross-functional environment in which participants work. Issues such as a lack of shared understanding, manual work, different responsibilities and perspectives, and the need for one source of truth are discussed. The challenges uncovered during the empathy phase guided subsequent phases focusing on designing solutions to address the experienced challenges. This thesis presents requirements for a text management tool aiming to streamline text management processes and synchronise teams to improve cross-functional collaboration. Furthermore, the main result includes a set of 13 design recommendations connected to the requirements intended to be an actionable plan in mitigating the challenges, encompassing features, design proposals, design principles, and implementation considerations. The recommendations were informed by interviews, competitor analysis, a design workshop, and evaluations carried out throughout the project. The findings emphasise practical implications and highlight additional needs beyond content management, such as considering multiple perspectives and situating text strings in a larger context to provide meaning.
- PostAccessible Analytic Dashboards(2023) Lidman, Marcus; Nyberg, Julia; Chalmers tekniska högskola / Institutionen för data och informationsteknik; Chalmers University of Technology / Department of Computer Science and Engineering; Wiberg, Mikael; Björk, StaffanIn order for everyone to be able to consume content, it is vital to consider accessibility. With this in mind and in collaboration with a visual analytics company, the purpose of this thesis was to answer the following research question: “What should data visualisation authors consider when building dashboards and applications with the intent to produce more accessible experiences for users?”. This was accomplished by conducting a prestudy and iterative design process consisting of five phases: empathise, define, ideate, prototype and test. The process resulted in 15 Guidelines for Authors and 42 Requirements for Development of Visual Analytics Platforms, that were iterated throughout the project. The Guidelines for Authors are meant to help authors make accessible choices when building visual analytics dashboards. The Requirements for Development of Visual Analytics Platforms however, are meant to inform, and enable the author to make those choices. Moreover, they also provide several aspects that are essential to the accessibility of visual analytics platforms, that cannot be affected by the author. These requirements are meant to be used for those who design and develop visual analytics platforms. Eight of the requirements were also chosen for design. The solution to these acts as examples of how those requirements could be fulfilled.
- PostAccounting for the Secondary User Experience(2023) Stenwreth, Emma; Wahlberg, André; Chalmers tekniska högskola / Institutionen för data och informationsteknik; Chalmers University of Technology / Department of Computer Science and Engineering; Wiberg, Mikael; Eriksson, ThommyMany parts of society are being more digitalized, including reference checking in the recruitment process. One such application created for digital reference checking is Refapp, created by Talentwise. This report looks into how a designer can ensure a good user experience, for both primary and secondary users, using Refapp as a base for re-design and developing ideas. In this context, a primary user is defined as one who is in direct contact with the application and creates some content to be experienced by the secondary user. A prestudy was conducted to get an understanding of the application as it was by interviewing recruiters and conducting focus groups with referees. Following were three iterations consisting of understanding and defining the problem, ideating, prototyping, testing, and analyzing. This resulted in 10 guidelines intended to assist in designing for both primary and secondary users when developing CMS-like applications.
- PostAll at once or one by one: animation playback in digital game titles(2023) Neidert, Marcus; Rohdell, Adam; Chalmers tekniska högskola / Institutionen för data och informationsteknik; Chalmers University of Technology / Department of Computer Science and Engineering; Wiberg, Mikael; Heron, MichaelWithin the realm of digital game titles, animations plays an important role in delivering narrative, causality through feedback, player appeal, and a multitude of player experience factors. When considering strategic turn-based deckbuilder game titles, this holds true as well. When playing back animations one has to decide on a strategy for deciding when and how an animation should be played on a specific actor. Gothenburg based game studio Box Dragon, a stakeholder in this project, has developed their own system for animation playback. We call these systems animation playback styles and the aim of this project was to study how different animation playback styles affects the player’s understanding of causality and perception of the gameplay. To research this question, a proof-of-concept application was developed to comparatively evaluate how different animation playback systems influences the player’s experience. The application was developed using Unity, utilizing existing assets as well as creating our own to develop an aesthetic that maps to commonly used themes within the strategic deckbuilder genre. The application features an animation playback system similar to the one that has been developed by Box Dragon. Once the application was developed a qualitative study was conducted with six participants where they got to play through the application, fill out questionnaires, and lastly discuss their experience with the application in the form of a semi-structured interview. The findings of the study indicates that there is a causation between animation playback styles and the player’s understanding of causality and perception of the gameplay. However, as the results stem from a qualitative study with six participants matching Box Dragon’s intended audience, they are non-exhaustive in regards to how representative it is for players that do not meet the inclusion criteria of our study. The results of the study also indicates that animations and their implementation in games is a wicked problem, and this report suggests some factors that would be of interest to pursue in the future.
- PostApplying Affect Estimation to 3D Music Visualization(2023) Eriksson, Anton; Chalmers tekniska högskola / Institutionen för data och informationsteknik; Chalmers University of Technology / Department of Computer Science and Engineering; Dahlstedt, Palle; Tatar, KivancThis project aimed to develop a 3D music visualizer using affect estimation and real-time audio features. Methods used during the project ranged from research through design, focus groups, prototyping, and an experimental survey. The final iteration of the visualizer could generate 3D scenes based on the music and extracted affect values, which participants found to be visually pleasing and fitting to the music. However, the visualizer struggled to accurately communicate the affect values visually, which is attributed to the lacking aesthetic profile and the subsequent implementation. Despite this, the project successfully manifested an affect-based visualizer that offers potential for further development. Future research is needed to investigate the use of abstract means for communicating emotions, and standardization of measures and language is required for this multidisciplinary domain.
- PostBiography of a Street - Design Guidelines for Retelling the History of a Street Through the Use of an Immersive Virtual Tour(2018) Atif, Sophia; Mateev, Plamen; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)It’s a challenge to present historical facts in an appealing and memorable fashion, especially to people who are not very interested in the history to begin with. Citizens in the 21st century can also feel the impacts of good urban planning done by urban planners in the past, increasing the appeal of exploring and analyzing the history of a street. With the surge of technological improvements to virtual reality, and to its affordability and accessibility, it’s a potential avenue for exploring history in an immersive and interactive medium. This thesis work aims to provide guidelines and a framework which designers can use to retell the history of a street - using interactive historical content, user experience design practices and artistic representations. A virtual tour prototype, based on the street Linnégatan in Gothenburg, Sweden, was created and used to evaluate users’ feedback over four iterations. The highlight of the prototype is the “Alternate History Concept” where users are given an option to change a critical urban planning event in the history to see its effects in the future. After a literature analysis and user evaluations, the results indicate that user experience designers could follow guidelines that can help them create memorable and immersive historical virtual tours. Additionally, the process that was used to create the prototype could be used as a framework for creating immersive and interactive virtual tours. The report details the theory and methodology used, the design, implementation and testing phases, as well as provides insights into potential use cases and future work. Certain concerns and pitfalls related to the technological tools that could be utilized are also discussed.
- PostBrand-driven UX: Designing workshop guidelines to create brand-driven interactions in digital products(2022) RICHARDSON, AGNES; Chalmers tekniska högskola / Institutionen för data och informationsteknik; Chalmers University of Technology / Department of Computer Science and Engineering; Björk, Staffan; Hendriks, SjoerdWith an intense increase in digitalization, many companies’ touch-points and products are online. Nowadays, digital products are among the most frequent contact points between consumers and companies, i.e. brand touch-points. Every interaction with digital products contributes to how the user experiences the brand. Therefore, digital products have become essential to the overall customer and brand experience. Consequently, it is critical to design digital products to trigger specific emotions and associations in the user; beyond satisfying user needs, they should express the brand’s story and values. However, there is a gap in research paying attention to branding and UX design fields in tandem. Consequently, there are few methods to include both perspectives of UX design and branding in practice. Although still quite ambiguous about what determines a good user experience, researchers agree that attention to detail and the big-picture increase the chances for a "better user experience" [75] [31] [76] [65]. Micro-interactions are often overseen as they can be considered intangible and subtly compared with other functional components. However, micro-interactions influence perceived product quality and brand loyalty, making them central in designing digital brand experiences [65]. This project investigates how UX designers can reinforce brand experiences in digital products by considering micro-interactions by answering: How can UX designers be supported in designing brand experience-driven interactivity in digital products? The project aims to enable a new perspective for UX designers on how digital products can be designed to experiences to affect the brand experience and create branddriven micro-interactions. The project followed a hypothesis-driven design and research through a design approach. In the early phases of the project, the problem area was explored by conducting interviews, focus groups and benchmarking. The outcome was analyzed in synthesized into three primary insights and workshop requirements. A workshop series of steps was designed, iterated and tested in an evaluative workshop. Finally, the project resulted in a booklet containing workshop guidelines for UX designers and brand strategists.
- PostChallenges and opportunities with manual order picking(2023) Heinin, Jonathan; Sohlberg, Robin; Chalmers tekniska högskola / Institutionen för data och informationsteknik; Chalmers University of Technology / Department of Computer Science and Engineering; Wiberg, Mikael; Stahre Wästberg, BeataOrder picking is a process of selecting and collecting items from a warehouse inventory to fulfill customer orders, and is one of the most expensive and labor intensive parts of warehouse operations. This thesis, conducted in collaboration with Toyota Material Handling, aimed to investigate the challenges and opportunities associated with manual order picking operations and propose innovative solutions. The research commenced with an extensive background research, which delved into different order picking technologies and strategies, in order to gain a comprehensive understanding of the existing landscape and identify areas in need of improvement. Following this, multiple visits to warehouses and interviews with order pickers were conducted to gain insights into current order picking practices. The visits fostered a deeper understanding of the practical challenges faced by order pickers, as well as what factors affect their efficiency and well-being. Utilizing the insights gathered from the visits and interviews, an analysis was conducted to establish requirements needed for successful, efficient and pleasant order picking. Based on these requirements, two design concepts were developed aimed at enhancing existing order picking strategies. The proposed design concepts strive to address the identified challenges in novel ways, and aim to improve the activity of manual order picking both from the perspective of the order picker and the company. The novel features proposed may provide a solid basis for future research and has the potential to provide a better work flow for manual order pickers.
- PostChild-Drone Interaction in STEM education(2022) Grahn, Lovisa; Großkopf, Birte; Chalmers tekniska högskola / Institutionen för data och informationsteknik; Chalmers University of Technology / Department of Computer Science and Engineering; Wiberg, Mikael; Gamboa, MafaldaDrones are becoming more common in a variety of areas and more integrated in people’s everyday lives. One example of this is education, where drones have potential to spark children’s interest and help with teaching of STEM subjects like programming. By conducting an ethnographic study at a school in central Gothenburg, this thesis aims to explore the possibilities of using drones in education and what needs to be considered when doing so. The conclusions led to a set of design considerations within the themes of safety, battery life, communication between user and drone, collaboration, touch interaction and gesture. In addition to these, a support material was created based on the instruction manual for the Tello EDU drone and the most commonly asked questions from the children during the workshop. The intention is that teachers could use this material, or something similar, during lessons where the children work with drones.
- PostComparison and evaluation of 3D mobile game engines(2014) Pattrasitidecha, Akekarat; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)Game engines are vital for developing 3D applications and games today. This is because the engines significantly reduce resources---time and manpower---to implement mandatory but complex functionalities. However, with over 100 engines available with highly different ranges of features, performance, license, and cost, selecting an appropriate game engine for a specific objective becomes a challenging problem. This thesis aims to mitigate this problem by developing a comparison matrix for selecting a game engine. We define criteria for selecting engines and critical aspects of mobile 3D game development to be included in the matrix. Then, we evaluate this matrix by a case study that is, from given requirements, selecting an engine by using the matrix. Evaluation of the comparison matrix is carried out through case study, that advocate the correctness, and robustness of the comparison matrix.
- PostCreating a Smart City for People with Disabilities A Qualitative study on how to make Smart Mobility Solutions following an Inclusive Design approach(2017) JONELL, AMANDA; MERITÄHTI, ANETTE; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)This report describes a study that examines which factors that should be considered in a Smart City project, when designing smart mobility solutions, for it to be more adequate for people with disabilities. The main focus was on autonomous mobility solutions in relation to public transportation and taxi services. Participants from both Sweden and Germany suffering from mobility impairment, hearing impairment, cognitive disability, visual impairment and deaf-blindness answered a survey, were interviewed and observed, in order to understand their needs, wishes and habits. This showed that the participants have different needs regarding how they can retrieve information and interact with technology depending on their different disabilities. To show these diverse requirements, personas and scenarios were created. The personas were placed in the different scenarios to further examine these users’ needs, but also what problems that can occur during their travels and the effect of their attitudes towards autonomous mobility solutions. Through an iterative process, these personas and scenarios worked as a foundation to form guidelines on how to create Smart Mobility Solutions for people with disabilities. The study resulted in eight guidelines with references to literature, research and the personas and scenarios. The main goal for the participants is that the solutions should facilitate independence, giving them the same conditions to travel as people not suffering from a disability. The personas, scenarios and guidelines could also in the future work as a design tool to use in Smart City projects to include these user groups early in the design process.
- PostDecreasing Cognitive Load in a Coupon and Discount Aggregation App(2017) Andersson, Henrik; WINNERGÅRD, BJÖRN; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)The aim of this master thesis is to investigate how Matpriskollen, an information-rich productivity app concerned with price comparison and discount aggregation, can be designed in order to keep cognitive load low, yet ensuring usability. To answer this question, a Goal- Directed Design process was undertaken. The process encompassed user research, evaluation of the current Matpriskollen app as well as formative and summative evaluation of design concepts. A einal design is presented, which instantiates 24 design patterns. The evaluation of this design indicates that the use of these patterns can lower the cognitive load attributed to using the app, but further evaluation and research need to be carried out to conclude with certainty how and to what extent these patterns can lower cognitive load.
- PostDesign for Integrating Explainable AI for Dynamic Risk Prediction in Ambulance IT-systems(2023) Wallsten, David; Axton, Gregory; Chalmers tekniska högskola / Institutionen för data och informationsteknik; Chalmers University of Technology / Department of Computer Science and Engineering; Dahlstedt, Palle; Wiberg, Mikael; Eriksson, ThommyDemographic changes in the West with an increasingly elderly population puts stress on current healthcare systems. New technologies are necessary to secure patient safety. AI development shows great promise in improving care, but communicating AI decisions requires more research. In this study, a prototype of eXplainable AI (XAI) was designed for an ambulance IT system, based on an AI model for risk prediction of severe trauma to be used by Emergency Medical Services (EMS) clinicians. Knowledge was gathered for the design through ethnography, expert interviews, and a literature review. Then several ideas developed through stages of prototyping and were verified by experts in prehospital healthcare. Finally, a high-fidelity prototype was evaluated by the EMS clinicians. The design was then evaluated by seven EMS clinicians. They thought that XAI was necessary for them to trust the prediction. They make the final decision, and if they can’t base it on specific parameters, they feel they can’t make a proper judgement. In addition, the design helped in reminding EMS clinicians of things they might have missed. If given a prediction from the AI that was different from their own, it might cause them to think more about their decision, moving it away from the normally relatively automatic process and likely reducing the risk of bias. While focused on trauma, the design should be applicable to other AI models. Current models for risk prediction in ambulances have so far not seen a big benefit from using artificial neural networks (ANN) compared to more transparent models. This study can help guide the future development of AI for prehospital healthcare and give insights into the potential benefits and implications of its implementation. The report also explores the ethical implications, the complexity of the ambulance work environment and possible implications for cognitive decision processes.
- PostDesign Guidelines for Creating a Procurement Platform(2017) ELIN, STRANDHAGEN; Beckius, Fredrik; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)Procurement of time-limited services amount to a large number of people in Swedish technology industry. Managers look for competence to fill up their teams using a number of available suppliers and their services, depending on their framework agreements. The procurement processes are rigorous and can take both time and effort to complete for every purchased service. In a time when digitisation of services happens in multiple areas, this thesis is about how a similar digitisation could be carried out in this specific field. By carrying out a survey consisting of interviews and benchmarking, a deeper understanding of the current situation was established. System images, user research insights (including personas) and user research was used for eliciting design requirements. These were prioritised for an initial concept and prototype, that was refined in three stages with user feedback or input from the partner company between iterations. The complete design process allowed for exploration of several ideas and led to gaining insight both from user and designer perspectives. Finally, all insights from the thesis work has been compiled into 20 guidelines that specify general design choices which should be considered if a digitisation project is undertaken. These guidelines include descriptions of what they are, how they should be approached and either negative aspects of not following them, or positive aspects of following them. All guidelines have been tied to theory, the user research insights, benchmarking, testing of the prototype, or a combination of all. These guidelines
- PostDesigning a Back-Office System for Platooning(2018) Abdulahovic, Anes; Edlund, Fredrik; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)Platooning is a term used to describe trucks that drive close behind one another to reduce fuel consumption by making use of the reduced air drag. Moreover, in order to be able to do so effectively a number of technologies need to be fully functioning. It is also not a new subject, and has been researched extensively with the hope of applying the technology on public roads in the future. Although, despite the technologies possibilities it is still unexplored in certain areas one of them being the so called "back-office system" responsible of managing platooning. Compared to other systems, there are several requirements that a Back-Office system for platooning needs to be able to fulfill. For this reason, the aim of the study is to explore the required functions as well as what is going to be required of the user for managing a Back-Office as well as what future design challenges are. Furthermore, the outcome of this study is a set of requirements of functions required of a future Back-Office system, a suggestion of possible end-users and a list of future design challenges. These were found by utilizing a set of methods within the designthinking methodology while also creating a low and high fidelity prototype of a Back-Office system.
- PostDesigning a Categorisation User Interface(2023) Grahn, Johanna; Tulldahl, Linnéa; Chalmers tekniska högskola / Institutionen för data och informationsteknik; Chalmers University of Technology / Department of Computer Science and Engineering; Björk, Staffan; Eriksson, ThommyBenify’s platform hosts nearly 10,000 benefits and deals. However, users have encountered difficulties in navigating and finding the benefits they are looking for. The objective of this project is to examine and redesign the representation of benefits and deals, ensuring consistency and addressing user needs. Simultaneously, the design aims to achieve AA-level accessibility according to the WCAG guidelines, accommodating the diverse requirements of users. This thesis aims to answer the research question "What should be considered when designing a categorisation interface?" To attempt this, a literature review was conducted on previous findings for universal design and accessibility, information architecture and categorisation. The following stages followed the double diamond design process to gather data on user expectations of categorisation, possible usability problems and the creation of wireframes for web and mobile versions of the application. Throughout an iterative design process, the created wireframes explored key points such as accessible navigation and user expectations for categorisation. The thesis resulted in eight guidelines to develop effective categorisation and accessible navigation, which aims to provide a better user experience.
- PostDesigning a Design System for Coherent Tactical GUIs(2022) LINDER, ANTON; NILSSON, MATTIAS; Chalmers tekniska högskola / Institutionen för data och informationsteknik; Chalmers University of Technology / Department of Computer Science and Engineering; Björk, Staffan; Belford, PaulineToday, the problem of incoherence exists within many organizations where separate teams oversee different products and services without utilizing central design principles or communication platforms. With increased scale and complexity, this problem tends to escalate to the point where resources can not be shared or reused across teams, limiting collaboration and symbiosis within the organization. Additionally, as different projects develop their own proprietary design language, the resulting applications tend to become incoherent and disassociate from the brand. Front-end developers working in the domain of tactical applications constantly have to make difficult design decisions in their respective customer projects while trying to manage a balance between coherence and responsiveness to specific customer requirements. Additionally, thousands of hours have already been invested into each application and project. If design decisions are not kept documented and accessible by the whole organization, valuable knowledge and solutions easily get lost between teams and projects. As a consequence, resources are spent on reinventing new solutions to old problems resulting in incoherence between applications. Research suggests that one way of increasing communication and resource sharing between teams while simultaneously managing the balance between coherence and responsiveness is to design and utilize a design system. As most contemporary design systems and previous research has been focused on web development, this master’s thesis aimed to investigate this research gap and extend the body of knowledge of design systems into the domain of tactical graphical user interfaces (GUIs). This was done by addressing the research question What are important requirements to consider when designing a design system for coherent tactical GUIs?. The project followed an iterative design thinking process, using both ethnographic and participatory research methodologies, to research the field of tactical GUIs - specifically Airborne Early Warning & Control systems at Saab Surveillance in Gothenburg. This was combined with extensive literature studies and benchmarks of established design systems in order to understand best practices for designing design systems. The outcome of the project is a requirements list that answers the research question. The list includes the most important requirements to consider when designing a design system for coherent tactical GUIs in terms of using, contributing, and minimizing the trade-off between coherence and responsiveness. The requirements and the insights gained from the design research has been used to prototype a foundation for a design system for Saab. The resulting design system, called PhoeniX Design System, is built on the FlatLaf Look & Feel and includes design tokens, components, and patterns that supports developers of AEW&C applications in building coherent, yet responsive, tactical GUIs. Finally, a reference product was prototyped to exemplify the use of the design system.
- PostDesigning a Digital Platform for Sharing Resources(2017) JÓNSDÓTTIR, GUÐRÚN EYDÍS; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)Digital sharing platforms have become popular in the past years. They allow their users to share anything they want, such as hobby equipment, transportation and other resources. In this context, sharing can be defined in different ways, for example selling and buying, renting, borrowing or giving. Popular platforms are for example, Airbnb, Uber and Blocket. This thesis explores the subject of designing these kind of platforms in order to identify challenges that might be encountered along the way. For the project work a case study of a platform called Tvättstugetid was used, which is a digital platform for people living in apartment buildings to book slots for their laundry facilities. The results were divided into a theoretical part where challenges were identified and discussed and a practical part where a prototype of the mobile layout for Tvättstugetid was designed, implemented and evaluated. During the case study problems and issues that arose were noted. These issues were grouped together and compared to other platforms. The identified challenges were access, coordination and tracking booked slots, privacy, communication and hierarchy of users. Further work will be needed to validate the results with an in-depth investigation of a wider range of platforms over longer period of time.
- PostDesigning a digital service to improve the user experience of conference organizers(2017) ABDELNABY, MOHAMED; BERTONE, CLAUDIA; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)Event management has become a huge global industry and has evolved in many different areas, from business to social events. The demand for digital solutions in relation to event management and participation has increased and there is a great variety of existing solutions targeted for event planners and attendees. As events are unique in nature, “the attendee is looking for a ´lifestyle experience’ (Allen et al. 2011) and something that he will remember as ‘interesting’, ‘memorable’ and ‘exciting’” (Bladen et al. 2012). Therefore, there is a need to understand what are the attributes that influence the event experience and how a digital solution can support the entire journey. This master thesis investigates the factors that contribute to improve and reshape the user experience of event management and participation and how they can be integrated in a digital solution. For this purpose, extensive research, user modelling and an agile methodology to ideate and test the prototype has been undertaken. From the results of the research and user modelling phases, a concept for a new digital service, built around a virtual assistant, has been developed and tested. The factors that answer the main research question of this thesis, has been defined throughout the project and integrated in the designed solution.