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  • 1.
    af Geijerstam, Emelie
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Wedenberg, Emelie
    University West, Department of Economics and IT, Division of Media and Design.
    Menyers effektivitet och användbarhet på webben2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In today's society, everything is expected proceed quickly, easily and smoothly. This also applies to websites on the Internet. When you visit a website, you want thewebsite to be easily accessible and you also want to find what you are looking for quickly. It is therefore important that the menu is easy to navigate. The menu is very important for the experience of the website, as you use the menu to navigate through the website. The menu will guide users through the website, will help them plan their actions, will determine where they are and will help them find their way back if they would get lost.In this study, we have created and designed a website with menus of four different types. Our study is based on a number of theories about cognition, perception,usability and effectivity together with theories about how to create a good menu. We will use these theories in our study to determine which of the menus is the most effective. To find out which menu is the most effective, test participants were asked to conduct a usability test. During the usability test, we tested the effectivity of themenus by measuring the amount of time required by the test participants to perform different tasks, as well as how many clicks were required and how frustrated the test participants became. Then, we compared how the different menus performed inrelation to each other. The test participants were also asked to respond to aquestionnaire where they subjectively described their thoughts on the menus.Our results from this study can be used as guidelines when choosing which type of menu to use on a website, where navigation is expected to be as effective as possible.Our results show that the horizontal menu is the most effective one of the different menus we have tested. However, which menu is the most effective in a given situation or on a given website depends on many factors, and thus, the horizontal menu is not always preferable to use on every website.

  • 2.
    Ahlinder, André
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Jerner, Marcus
    University West, Department of Economics and IT, Division of Media and Design.
    viljan att dela med sig: En undersökning i svenska användares delningsvanor på Facebook.2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis work researches what motivates swedish Facebook users to pass along and share

    information on Facebook, their attitude towards shared information and what affects this behavior. The goal of this thesis is to research todays behavior and motivations to enlighten  what makes information worth sharing to others on Facebook, instead of simply attracting attention. By using a web survey we have collected data by sampling a part of the actual population  of  swedens Facebook users.Our results show that swedish Facebook users main reason for using Facebook is to socialize with offline friends and share information to show others

    something

    they

    belive

    they

    will

    have

    use

    for

    and/or

    will

    appriciate.

    We

    compare

    our

    findings

    to

    existing

    research

    and

    the

    FIRO

    theory

    about

    human

    interpersonal

    needs.

    We

    find

    that

    users

    sharing

    habits

    can

    be

    identified

    as

    motivated

    by

    interpersonal

    needs

    to

    maintain

    social

    bonds,

    influence

    others

    opinion

    about

    themselves,

    feel

    unique

    and

    stand

    out

    in

    the

    crowd.

    We

    conclude

    that

    human

    needs

    are

    contributing

    to

    sharing

    activity

    on

    Facebook

    and

    influence

    the

    sharing

    habits

    of

    the

    Swedish

    Facebook

    users.

    The

    users

    show

    a

    critical

    view

    on

    sharing

    behavior

    in

    general

    but

    do

    not

    believe

    that

    they

    share

    for

    the

    same

    reason

    themselves.

    Download full text (pdf)
    viljan att dela med sig
  • 3.
    Albinsson, Lina
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Niemi Thelén, Mathilda
    University West, School of Business, Economics and IT, Division of Media and Design.
    “Det är lättare att skriva elaka kommentarer om man ser att någon annan har skrivit först”: En kvalitativ studie om ungas kommunikation på sociala medier, kopplat till begreppen näthat, nätkärlek och digital kompetens2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this essay is to investigate the subject of young people's communication on social media linked to the concepts of cyberbullying, cyber-love and digital competence. With qualitative methods, focus group interview and interview, four children, two parents and a teacher were interviewed. In the essay, their reflections and perspectives on how they view young people's communication that takes place on socialmedia are highlighted. Previous research shows that the concept of digital competence is difficult to define and there are different interpretations of what the ability to have good digital competence actually means. Research shows that there are tendencies to generalize that all children and young people can handle digitalisation, just because they are born into a time where digital and social media characterize everyday life. The results show that cyberbullying and cyber-love take place in social media. The children surveyed learn to handle communication on social media on their own. To some extent,children have strategies for dealing with online hate and the use of social media, but not to the extent needed. The results also show that both the surveyed parents and the teacher express that there is a need to develop more digital competence and adult participation plays a role in children's development of digital competence.

  • 4.
    Ames Villar, Christina
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Aldén, Mattias
    University West, Department of Economics and IT, Division of Media and Design.
    Från penna till polygon: En kvalitativ forskning om animatörers förhållningsätt till Disneys 12 animationsprinciper2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this paper we will investigate how Disney's 12 principles of animation is used today by professional 3D CGI animators in their work.

    The purpose of this study is to get an insight on how Disney's 12 principles of animation has changed for application in 3D CGI animation, as they were originally made for hand-drawn animation.

    Based on a selective choice based on a survey sent to studios working with animation and to freelance animators, we conduct interviews with the animators who answered the survey and could provide empirical data to our research.

    In the interviews, we ask how the respondents apply Disney's 12 principles of animation in their work in order to evaluate how they have changed since the 30s.

    The results we got showed that all respondents agree that Disney's 12 principles of animation are important tools in the creation of believable character animations.

    Some respondents chose to go through each animation principle and explain how they utilize each principle in their work, while other respondents stated they did not carefully followed these principles as they work with timelimited projects which means they do not have time to go through them all

  • 5.
    Andersson, Jimmy
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Nordberg, Daniel
    University West, Department of Economics and IT, Division of Media and Design.
    There´s no sound in space: En studie om ljuddesign för fiktiva objekt inom Science Fiction2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis work examines how a sound can affect the experience of an object with the focus set on sound design for an object which lacks a real world reference. The study's purpose was to research the experience of an object in relation to the sounds level of realism. We collected data through web based surveys to see how an object could be perceived differently by just altering the level of realism in the sound. The survey then gets backed up by an analysis of two movies where the related phenomenon where present. Our results leads to a discussion where possible correlations between sound and it’s level of realism are revealed which then could become a foundation for future studies.   

  • 6.
    Arvidsson, Louise
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Kutavicius, Ignas
    University West, Department of Economics and IT, Division of Media and Design.
    Vänta! Vart tog alla idioter vägen?!: En kvantitativ studie av beteendemönster för politiskt åsiktsutbyte hos Facebook-, Twitter- och Reddit-användare2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Social media has become a big part of how we communicate with each other. It has also become a virtual meeting point to discuss politics. But is the communication model used by some of the most popular social media platforms, such as Facebook, Twitter and Reddit adapted well enough for political discussions to take place in a democratic way? Eli Pariser (2011) argues that personalization algorithms lock us in a filter bubble, while other studies also have found that users actively block out information that is not in line with their own political opinion themselves, resulting in selective exposure (Garrett, 2009). In this study we use a survey research to get insight about Facebook, Twitter and Reddit users behavioral and interaction habits with political content and how it affects political content visibility on their own feeds. The results have shown that majority of our respondents often share and in other ways interact with political content that primarily is in line with their own opinion, but show interest in discussing politics even with those they disagree with. Our research participants have also expressed a desire for a more balanced spectrum of political opinions in their feeds as well as discussions. They have also pointed out that there is a need for improvements in moderation of political discussions so they do not turn into smear and hate speech.

  • 7.
    Asp, Johanna
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Jensen, Caroline
    University West, Department of Economics and IT, Division of Media and Design.
    Facebookgrupper och delade dokument: En kvalitativ studie om hur studenter använder sociala medier i sitt skolarbete2014Independent thesis Basic level (professional degree), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study is to identify what different types of social media students use and how they actually use these different social medias in their school work.

    Social media is nowdays a natural part of our lives and our society. We interact and communicate with people close to us as well as people on the other side of the world. We use social media to seek information, receive news, share our thoughts, our lives and our opinions. Social media has gained a prominent place in our society and beginning to be used more and more in schools and education. The qualities of social media has been said to stimulate learning and in some cases improve efficiency and facilitate school work.

    We have chosen to look at how students in higher education are using social media in their studies. The selection group we focused on is the first-year students who take the program Digitala Medie at University West. We selected these students based on our own experience of the program, and we know that these students have a fundamental interest in social media and the use of these.

    The results show that Facebook is the social media most used by students, both in their individual work and group work. It is primarily the Facebook function "groups" that is used, where students created two groups for the whole class as well as small groups for each team project. Combined with Facebook groups students use Google docs as a place to collaboratively write texts and presentations. In the individual schoolwork Facebook is primarily used as a communication channel, both with teachers, classmates and team members. The students use the joint groups to contact the teacher by "tagging" them, to get help with problems and answers to questions, to get the support and motivation from classmates and to share essential information.

    In group projects, then current Facebook group works as an extension of the project, this is where most communication, decision-making and cooperation takes place. Even though the students indicate flaws and minor problems with both Google drive and Facebook in context with their school work, none of the participants search for new alternatives. The results of our study may be of interest for other students and teachers as it can inspire to new ways to apply social media in education.

    In our study, we present a variety of tools and services that students use in their schoolwork. We also present distinct examples of how students use different services and platforms. For teachers, this may be interesting to take note of when it can help them to understand students' needs regarding learning tool. It also provides an insight into how students communicate and interact outside the classroom

  • 8.
    Bazo, Hazem
    et al.
    University West, School of Business, Economics and IT.
    Nilsson, Emil
    University West, School of Business, Economics and IT.
    Representation av äldre i animerad film: Jämförande analys av animerade filmer från olika världsdelar2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Hur de äldre blir framställda varierar mellan olika länder. Vissa kulturer visar äldre som sköra, men visa, andra gör dem livliga och komiska. I vår studie har vi analyserat och jämfört sex animerade filmer för att försöka se hur dagens filmer representerar de äldre. Våra resultat har visat på att de äldre blivit mer nyanserat avbildade samtidigt som de negativa stereotyperna förblir konsekventa. En viss utveckling av de äldre karaktärerna kan ses under flera av filmerna där övervägande negativa personligheter skiftar till positiva. Hur äldre blir representerade är ett viktigt ämne att undersöka, denna uppsats bidrar till att få en översikt av ämnet.

  • 9.
    Bellak, Matilda
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Bellak, Susanna
    University West, Department of Economics and IT, Division of Media and Design.
    Responsiv Webbdesign: En studie av två responsiva gränssnitt2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The market for new devices is expanding, while older devices and browsers still remains. This makes it problematic for designers and developers to know what screen size and device that is used by the visitor. Previously , this has often been handled by creating a separate mobile site , but since we are no longer limited to a few screen sizes , this becomes untenable. The designer / developer then would have to create different web pages for all devices. One popular solution to this is responsive web design, which is based on a flexible and dynamic interface that automatically adapts to the visitor's screen size. Although responsive web design has had a major impact on the web , it is still a new area which is reflected in the lack of research on the subject. The rapid development of the area has also led to that the designers and developers have had to quickly adapt interfaces and techniques as they no longer work for all user situations.

    The purpose of our study was to increase the understanding about responsive web design, and how this can be adapted to improve the usability and user experience . We have chosen to evaluate different, responsive interface to find guidelines that can be the basis for future, responsive web pages. Our research question is therefore :

    "How can responsive design be optimized for an improved user experience and greater usability?"

    The main findings in our study is partly that it is very important that the user perceives the website as consistent and recognize both the design of aesthetic elements and the interface, regardless of platform. We were also able to say that it is important for the designer / developer to prioritize the content and maintain margins and distance even on the smaller screens, allowing users to create a good overview and therefore get a better user experience

  • 10.
    Belvroy, Valéry
    et al.
    University West, School of Business, Economics and IT.
    Johansson Blomberg, Frida
    University West, School of Business, Economics and IT.
    Ja, jag ville köpa den där tröjan – vad då, då?: En kvalitativ studie om faktorer vid köpbeslut av mode och kläder utifrån hållbar konsumtion, TikTok och marknadsföring2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Den här kvalitativa studien undersöker hur marknadsföring på TikTok påverkar konsumenters köpbeslutsprocess och köpbeslut – med särskilt fokus på konsumtion av mode och kläder. Vidare vill den här studien klargöra för de faktorer som driver konsumenter att bryta sina uttalade värderingar och intentioner under köpbeslutsprocessen i förhållande till hållbarhetsaspekterna. En särskild uppmärksamhet kommer att riktas mot det gröna gapet, det vill säga den diskrepans som finns mellan konsumenters uttalade värderingar och intentioner kring hållbarhet och deras faktiska köpbeslut. Teorier om plattformslogik och kognitiv dissonans kommer således att användas för att belysa det här fenomenet. På så sätt syftar den här studien till att öka medvetenheten om konsumenters uppfattningar om de sociala, ekonomiska och ekologiska hållbarhetsaspekterna och huruvida de tas i beaktning vid konsumtion av mode och kläder samt om TikToks plattformslogik. De frågeställningar som studien kommer att besvara är Hur påverkar marknadsföring på plattformen TikTok konsumenters köpbeslut inom konsumtion av mode och kläder? och Vad driver konsumenter att gå emot deras uttalade värderingar och intentioner trots att det finns en ökad medvetenhet kring hållbarhetsaspekterna? För att uppnå syftet och besvara frågeställningarna har studien använt sig av både en abduktiv och en kvalitativ ansats. Empirin som den här studien vilar på har vidare samlats in genom en kvalitativ datainsamling av relevant material och genom åtta semistrukturerade intervjuer med aktiva TikTok användare som konsumerar mode och kläder. För att öka intervjuernas validitet har vidare fältanteckningar tagits under intervjuerna.Utifrån studiens resultat har det framkommit att TikTok som sociala medieplattform har en betydande roll när det gäller konsumtion av mode och kläder. Däremot har det ur intervjuerna framgått att plattformen inte påverkar konsumenter till den grad att det har lett till ett faktiskt köpbeslut. Vidare har det framgått att det gröna gapet går att identifiera i samband med hållbar konsumtion och konsumentbeteende. Kognitiv dissonans var en återkommande faktor när det gällde bortförklaringar och rationaliserande av olika tidigare köpbeslut av mode och kläder samtidigt som en rad andra faktorer kunde identifieras.

    Download full text (pdf)
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  • 11.
    Berggren de la Cruz, Chiara
    et al.
    University West, School of Business, Economics and IT.
    Färnlöf, Linnéa
    University West, School of Business, Economics and IT.
    Äldre kvinnor vill också handla kläder: En kvalitativ studie om inkludering och exkludering av äldre kvinnor inom digital marknadsföring2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Based on the increasing exclusion of older women in digital advertising, this study aims to gain a deeper understanding of whether women 65+ feel to be included in today's digital marketing within clothing companies. Furthermore, the study aims to gain a greater insight into whether digital marketing has an impact on the target group’s consumer buying behavior.

    To find out, a qualitative research strategy has been applied in the form of semi-structured interviews for the collection of primary data. This data has subsequently been analyzed and interpreted in relation to secondary data in the form of previous scientific research.

    The results show that prejudices and stereotypes pose problems for this target group where it leads to a contribution to consumption difficulties and discrimination. It can be stated that older women are significantly less represented in today's digital marketing where the chosen theory and previous research prove the experiences of the respondents in our study. Ageism is an issue in our society and for companies to succeed with diversity and inclusive marketing, more knowledge is needed about this area where society must look after the elderly.

    The conclusion shows that the majority of women 65+ daily use smartphones and tablets daily, where they are exposed to advertising campaigns of different clothing companies. Online-shopping is something done frequently but preferably physical shopping within the category of clothing due to an experience of a difficulty in imagining the garments on their own body. Finally, we have been able to conclude that the target group does not feel particularly included, and that the companies with a higher degree of inclusion would have chosen to shop for clothes online more often.

  • 12.
    Bergérus, Erik
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Karlsson, Harald
    University West, Department of Economics and IT, Division of Media and Design.
    Inbrott eller besök?: En experimentell studie av narrativ varseblivning genom spelmekanisk interaktion2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study was to investigate the connection between mechanical interaction in a digital game and the narrative perception of the player, and thereby whether one and the same digital game sequence is perceived as thematically and narratively different based on available interactions and their degree of granularity. By executing a user test and allowing two groups of participants to experience and evaluate a game sequence with different degrees of granularity in their core mechanics, we have aquired the self-reflective experiences of the participants through subsequent interviews. The result of this shows a correlation between the granularity of the interaction phase and the subjective perception and narrative understanding of the digital game sequence. When the player is offered mechanical conditions that enables peeking through a door before opening it, the participant's perception of the relation between player character and location changes in a way that colors the overall understanding of the scenario. The study reaches the conclusion that game mechanical interaction in a digital game is a strong semiotic information carrier and that the possibilites of extended use of thorough granularity in games creates new narrative possiblites in interactive experiences. Research on narrative aspects of game mechanics are currently very limited and we see this study as part of a foundation for further and more extensive research within the field.

  • 13.
    Berholt, Minne
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Olander, Yasmine
    University West, Department of Economics and IT, Division of Media and Design.
    Ungdomar och Facebook: En studie om en grupp gymnasieelevers användning av Facebook2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Aim:To study the everyday use of Facebook among high school students in order to gain a deeper understanding of Facebooks possibility to motivate and activate interaction and how this tool is given different purposes and alternative meaning in users self-presentation. With this information we aim to explain how the phenomena Facebook impacts the interaction between people and examples can be defined by how the users communicate and interact witheach other online and how they choose to present themselves in a desirable way on their profiles. Material and method:By netnografi. The material in this study consist of non-participating hidden observations on seven high school students and their use of the social media tool Facebook. We used the approach qualitative observation with the justification that this grant us the opportunity to approach the real behaviour of the users without disturbing the sequence of event. Main results: The conclusion of this study is that youths everyday use of Facebook consists of sharing videos and links more than updated information about what they are doing. Friends are more responsible for the activity on the users Facebook profile. Social spheres are the answer to the users neutral posts. The students were members in several groups were the majority of the activity took place. The interaction between the users took place in the group-tool were the students interacted with like minded people who shared the same interest and communicated with the similar language patterns.

  • 14.
    Björnberg, Hanna
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Coster, Marie
    University West, Department of Economics and IT, Division of Media and Design.
    Content marketing: En guide för digital marknadsföring på sociala medier2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The main purpose of this degree project is to explore how content marketing canbeused as a strategy in digital marketing in the limited area social media. The conclusion was brought together by our content analysis, along with some relevant theories in the subject. Our selection is based on fifty companies who each got positive attention for their content marketing. In addition we also conducted qualitative analyses on two of these companies content marketing. We realized when we went through the results that the companies have an entertainment value that relies on a strong customer relationship. A known deficiency was discovered about the companies results early on. We realized we would not be able to get an insight about the companies profits and increased traffic, because of this we where able to put in more effort in the other parts that comprises the full meaning of content marketing.Our conclusion is a graphic guide that shows the use of content marketing in digital marketing on social media.

  • 15.
    Bäckström, Emelie
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Classon, Sandra
    University West, Department of Economics and IT, Division of Media and Design.
    ÅH! Vad trendigt: Inspirationssökning, inställning till design, trender och plagiering hos designers och studenter2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Our essay is based on qualitative interviews that we have carried out with professional designers and students who are new to the field of design. From now on, we do only refer to these as "students". We have also collected literature studies to our work and reported these. The reason why we have chosen to interview designers who work professionally with design and design students is that we wanted to be able to compare the answers from these both groups with each other to see what parts they agree on and disagree on when it comes to inspiration, trends and ethics.Our result that we have retrieved in this essay shows that professional designers and students both agree and disagree in different parts when it comes to inspiration, trends and ethics. Both of these groups use, for instance, the social network Pinterest to find inspiration. The professional designers are rather looking for inspiration through portfolio pages where they know they will find materials of good quality than by Google. The students, however, do often search for inspiration by Google by using keywords. When it comes to design trends the professional designers consider trends as important in order to develop the society and themselves as designers. The students on the other hand have a desire that all design should feel timeless and that we should focus on creating sustainable design instead. When it comes to where the line between being inspired by a design and to copy it outright goes, both professional designers and students agrre on that it is permissible to copy some elements from other design work that they then use to create something own. But they agree on that a design has become a plagiarism of something else if an entire layout or design has been copied without any modifications were made

  • 16.
    Carlsson, Andreas
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Johansson, Jenny
    University West, Department of Economics and IT, Division of Media and Design.
    Inte helt med på noterna?: En kvalitativ studie kring kommunernas tonalitet på Facebook2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of our degree project is to create an increased understanding of what tonality municipalities use in their posts on Facebook. The aim of the work is that afterwards there should be clearer guidelines for how a municipality should express itself on Facebook in order to promote the commitment that arises. Our questions are: What tonality does municipalities use in their posts on Facebook? And how does the municipality's tonality on Facebook affect the commitment that occurs? Research will be limited to the four municipalities: Munkedal, Trollhättan, Uddevalla, and Vänersborg, all of which have different degrees of commitment to their Facebook publications (SKL, 2010). The reasons behind the choice of municipalities are that it gives us a wide range of urban and rural municipalities as well as the spread of size between these municipalities. As a method, we used a case study and a content analysis. We categorize the ways we see that municipalities use Facebook. The categories we could distinguish were encouraging, inviting, authoritative and informative. In addition, we saw how the municipalities could express themselves either personally or impersonally.   When it comes to our first issue, we saw that in many places an informative and impersonal tonality is used. It was also that the tonality of posts shifted from posts to posts within the same municipality, which gave the impression that they had no strategy behind how to express themselves on Facebook.

    When it comes to our second issue, we can see much earlier research suggesting that personal tonality is more inviting than neutral (Zavattaroa, Frenchb and Mohantyc, 2015, Kellher and Miller, 2006). Much of the communication that takes place is of typical state-of-the-art design. It is one-way communication that does not call for discussion and creates significantly less commitment than two-way communication (Liu and Horsley, 2007). We therefore recommend municipalities to strive for a two-way communication which gives rise to a greater degree of feedback from the followers (Moonhee et al. 2014).

  • 17.
    Carlsson, Anna
    University West, School of Business, Economics and IT, Division of Media and Design.
    Webbtillgänglighet: en studie om tillgängligheten på Sveriges regioners hemsidor2021Independent thesis Basic level (university diploma), 5 credits / 7,5 HE creditsStudent thesis
    Abstract [en]

    The purpose of this work is to investigate whether Sweden's regions work with accessibility on their websites. As internet usage increases, it is therefore important that everyone can use the web, no matter who you are. Today, there is the Web Accessibility Directive, which requires that you comply with the international standard for accessibility called Web Content Accessibility (WCAG), which contains a collection of guidelines that can be followed to get a more accessible web. have chosen to use a quantitative content analysis as a method, and with a coding scheme as a basis for examining how accessible the websites of the adapted regions are. Based on the guidelines, which are a requirement for the Web Accessibility Directive, some of these were selected which later form the basis of the survey. The results show that the regions comply with the requirements to some extent, but that there are still regions that have not given full priority to complying with the requirements. It is obvious that there is a lack of knowledge about accessibility among developers and web designers today, which can have a significant effect, and it emphasizes how important it is that accessibility is taught on the same terms as other subjects in web development. 

  • 18.
    Darell, Linnea
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Henriksson, Matilda
    University West, Department of Economics and IT, Division of Media and Design.
    Min smartphone & jag: En kvalitativ intervjustudie om det emotionella bandet till smartphones2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Smartphones implements many user areas, and it is an artifact that reflects and reshapes our society. During the year 2013, over a billion smartphones were sold around the world, and that was the first time more smartphones than traditional cellphones was sold (Westlund, 2014, s. 103). Smartphones let the user engage in activities that satisfies their needs and is therefore ranked as the most valuable artifact (Turner & Turner, 2011).

    The study uses qualitative group interviews with respondents between ages 20 to 25. The empirical research has analyzed how these experienced users are affected by and perceive their smartphones. Theory shows that all people act based on their life goals and user experience. By examining these aspects user values can be distinguished regarding smartphones. Smartphones possess the ability to satisfy three user themes: social, utilitarian and hedonic. It’s when one or more of these user needs are satisfied an emotional attachment to the artifact is created. The emotional attachment affects users in such a way that they tolerate the eventual negative aspects of smartphones

  • 19.
    Diehl, Catarina
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Kuzet, Stanko
    University West, Department of Economics and IT, Division of Media and Design.
    Immersion och checkpoints inom Singelplayerspel: Bidrar spelets checkpointsystem till immersionen?2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Our intent was to examine the checkpoint system in Witcher 3; The Wild Hunt to see if it creates a better experience for the user but the results also show how immersion is generally perceived. With greater understanding of key factors to the game and checkpoints in general based on interviews and an online survey, our goal is to aid game developers during their process. The interviews are supplemented with the survey to compare our results to ensure a reliable report. The participants gave us an interesting insight to what makes a checkpoint system a contributing factor. Our result shows that checkpoints can contribute to immersion but it can also counteract with it when the game autosaves before a larger event. Yet our participants consider the checkpoints to be a positive factor. The majority of our participants consider playing without checkpoints to increase the immersion but it is has a negative effect to the gameplay. Our solution benefits all participants and the design is to let the users design their own personal checkpoint system, including visual indicators, not to reveal key moments throughout the game.

  • 20.
    Egenvall, Matilda
    et al.
    University West, School of Business, Economics and IT.
    Andersson, Ami-Paula
    University West, School of Business, Economics and IT.
    Den perfekta kvinnan: En kvantitativ studie om Disneys kvinnliga karaktärsutveckling2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The so-called Disney Princess, a portrayal of the woman as beautiful, obedient and gentle, has over the years been criticized for reinforcing, among other things, gender stereotypes. As a consequence, the film producer Disney has in recent years worked to change the character design of its female characters to become more inclusive in various ways. Based on theories on how stereotypes are reinforced and a quantitative survey, this study examines what film watchers think and how they experience the development of the character design in Disney's newer film Encanto (2021) compared to the older ones. The results show that the majority of respondents in several ways prefer the latest generations female characters to the older generations. Although these characters represent greater variation, fewer stereotypes and more genuine and identifiable characters, it was considered that there was great potential for improvement.

  • 21.
    Ekholm, Sara
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Falk Friberg, Linn
    University West, Department of Economics and IT, Division of Media and Design.
    Personlig eller professionell?: Konsumenters tillit för svenska modeföretag på Facebook2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Communication in the context of social media has created new opportunities for companies to interact with their customers. There are several business categories available on these platforms where fashion companies playing an important part. The purpose of this study is to investigate the factors that contribute to the reliability of Swedish companies Facebook pages in fashion for women. This research examines companies Facebook post by looking at patterns in consumers perceptions. The study applies a qualitative approach where our primary data collection consists of twelve interviews. With the support of theoretical concepts such as brand awareness, corporate communication, electronic word-of-mouth and trust we created a base for strengthening our results. In our research, we describe how brand awareness and individuals reviews are distinguished in an aspect of trust. According to these subjects we discovered that consumers experiences is in a greater importance than other customers perception of a product or company. Furthermore, we describe whether the company’s communication and tonality matters in an aspect of creating credibility on brand pages. The result of our survey shows that respondents have shared sentences about which tonality companies should apply to confirm their seriousity. This research also explains how consumers use Facebook posts different dimension in terms of comments and reactions, to investigate whether the post is reliable or not. Reactions are used by customers to investigate whether individuals interpretation reflects on what themselves are experiencing. Likewise, the comment field is used as a place where consumers can create reviews about the content in a specific post. Lastly, we present how the design of images is important for the perception of the company’s credibility and seriousity.   

  • 22.
    Fogelberg, Louise
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Vallipour, Lisa
    University West, School of Business, Economics and IT, Division of Media and Design.
    Hur manifesteras könsstereotyper i DreamWorks Animations animerade filmer?2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    There are plenty of studies about how gender stereotypes manifest in different kinds of films. To date studies about how gender stereotypes manifest in the films of the company DreamWorks are missing. Therefore, three of DreamWorks most successfulfilms have undergone a content analysis to examine whether the studio sends messages of typically gender based stereotypes to its viewers.

    The analysis is based upon theories of masculinity, femininity, gender, and ageism. This investigation displays that the male characters who play the main characters in these films in some aspects expresses a gender stereotypical masculinity as well as feminine qualities. In conclusion DreamWorks male characters are multifaceted and deep characters who are not a stereotypical image of a certain type of masculinity. The female character’s qualities had a variation of masculinity and femininity, however, was still substantially bound to a feminine appearance, thin and beautiful.

  • 23.
    Fredrikson, Magnus
    University West, Department of Economics and Informatics.
    Dalsland i nyheterna: en innehållsanalys av Göteborgs-Postens bevakning av Dalsland 1997-20032004Report (Other (popular science, discussion, etc.))
  • 24.
    Fridén, Emelie
    et al.
    University West, School of Business, Economics and IT.
    Hashemi, Sarah
    University West, School of Business, Economics and IT.
    Medborgarengagemang på Instagram: En analys av två kommuners kommunikation på Instagram2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study examines how two Swedish municipalities communicate on Instagram to reach out to their citizens. The aim of the essay is to create an understanding of which of the post characteristics category, format, content and interaction together contribute to the highest degree of citizen engagement. The core of the essay is about strengthening the understanding of how authorities can use social media to include their citizens and get them to actively engage with their content. Therefore, this investigation focuses on how municipalities can create a sense of belonging and trust on Instagram in order to achieve increased citizen trust. The survey is divided into three questions that are answered based on a method combination of a quantitative content analysis, as well as a qualitative image analysis. The analysis examines the municipalities' Instagram posts based on four post characteristics. To put the study in a larger context, this is linked to Mergel's Social Media Strategies and SKR's Participation Ladder. The essay also deals with several research articles in marketing and communication science to stand behind and support the arguments raised in the discussion. The study's conclusion shows that Municipality 1 has a higher degree of citizen engagement than Municipality 2. Based on the post characteristics, citizens show a greater commitment to posts in the categories (Sports) and (Tourism, landscape, cultural heritage, food). The most engaging format for the two municipalities is photos and carousel posts, and the content that creates the most engagement on their posts features objects and individuals.

  • 25.
    Fältström, Anton
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Perus, Malin
    University West, Department of Economics and IT, Division of Media and Design.
    Att skräddarsy för publiken: En studie om publiksegmentering och marknadsföring för film genom filmtrailrar2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Almost since the beginning of movies there has been movie trailers. There is a lot of research about movies but not as much about movie trailers. The thing that combines movie science and marketing.  The main method used to make the analysis during the writing of this paper has been modes of reception which was used through a survey that was sent you by sharing on Facebook. In the survey there was a test to see the rate of which the test subjects had to tell if they where interested too watch it.  An analysis was done on these 2 trailers together with 2 major blockbusters in the genre wardrama, the movies Apocalypse now and Saving private ryan and 2 trailers for Dunkirk. These trailers were pinned against each other too see the differences and similarities between movie trailers from the same genre and to see the trailer development with time with 19 years between them.

  • 26.
    Godino, Alexander
    University West, School of Business, Economics and IT.
    Vad rummets färg säger om vad som skall hända: En studie om hur färger påverkar spelares förväntan på vad som ska hända2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Den ökande spelbranschen som släpper nya spel varje år har ett krav där spelarna skall anknyta till spelen genom en estetiskt och känslomässig koppling. I denna uppsatsundersöker jag hur spelare tänker, känner och förutspår vad som kan hända i ett rum där alla möbler har bara en färg. Fem olika färger kommer att testas för spelare där dessa färger har undersökts i tidigare studier om film och verkliga miljöer. Undersökningen kommer att utgå ifrån två olika tester där deltagare får spela och sedan intervjuas om deras val och tankar. Resultatet visar hur de olika deltagarna reagerade på de fem olika färgerna och hur olika deltagarna reagerade på färgerna. Slutsatsen antyder att man kan utnyttja färgerna för att kunna dirigera spelarnas känslor och deras förutsättningar men att det finns en liten risk om misstolkning

  • 27.
    Gottfridsson, Samuel
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Vedberg, Niklas
    University West, Department of Economics and IT, Division of Media and Design.
    Från 2D e-handel till virtuell verklighet: En användbarhetsstudie2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Summary

    3D and e-commerce on the web is constantly growing and new technology for Virtual Reality is on its way to be more accessible to the public. Studies show potiential benefits with an Virtual Reality and/or 3D combined with e-commerce, but despite this there’s no wide distribution of the use of 3D on e-commerce sites. Because of this, we find it relevant to research this area.

    In this paper we first build a prototype for an virtual reality e-commerce application, following Norman’s 6 design principles, theory on how most e-commerce websites are built and theory of 3D interactive environments. Secondly we evaluate the prototype, where we observe users in a qualitative usability test with a pre- and post-questionnaire. The test is conducted by 10 participants, where 5 participants are inexperienced at navigating in a virtual envronment, and 5 are experienced.

    From the results we have created design guidelines for similar applications. The disadvantages we identified with the concept was that the control mechanics was experienced as more complicated by the inexperienced participants and that the navigation wasn’t perceived as efficient. The advantages was that the products was in 3D, which meant that you could see the goods from different angles and that the 3D products gave a better perception of reality. In some cases it was also appreciated that the experience was similar to how you buy products in physical store

  • 28.
    Habtegaber, Salem
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Frisch, Olivia
    University West, Department of Economics and IT, Division of Media and Design.
    Karaktärsdesign​ ​och​ ​stereotyper: En​ ​kvalitativ​ ​studie​ ​av​ ​upplevelse​ ​av​ ​karaktärer​ ​i​ ​dataspelen​ ​Mass​ ​Effect​ ​och Dragon​ ​Age2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Stereotypes​ ​and​ ​sexualization​ ​in​ ​games​ ​and​ ​other​ ​media​ ​have​ ​bee​n​ ​​heavily​ ​​criticized​ ​over​ ​the years.​ ​​We​ ​have​ ​chosen​ ​to​ ​examine​ ​Bioware's​ ​character​ ​design​ ​within​ ​the​ ​game​ ​series​ ​​Mass​ ​ Effect and​ ​​Dragon​ ​ Age​ .​ ​In​ ​our​ ​study,​ ​we​ ​have​ ​chosen​ ​to​ ​work​ ​from​ ​both​ ​genus​ ​perspective, intersectionality​ ​and​ ​stereotypical​ ​traits​ ​that​ ​occur​ ​in​ ​the​ ​game​ ​world​ ​and​ ​character​ ​creation.​ ​We conducted​ ​four​ ​interviews,​ ​where​ ​we​ ​focused​ ​on​ ​the​ ​external​ ​factors​ ​on​ ​the​ ​characters​ ​we​ ​had selected​ ​from​ ​the​ ​games.​ ​Respondents​ ​were​ ​shown​ ​pictures​ ​of​ ​four​ ​different​ ​characters,​ ​two characters​ ​from​ ​each​ ​game,​ ​a​ ​woman​ ​and​ ​a​ ​man.​ ​The​ ​purpose​ ​of​ ​the​ ​interview​ ​was​ ​to​ ​see​ ​how​ ​the various​ ​respondents​ ​reacted​ ​to​ ​the​ ​characters'​ ​appearance​ ​and​ ​what​ ​they​ ​thought​ ​about​ ​them. The​ ​result​ ​of​ ​the​ ​interviews​ ​and​ ​the​ ​survey​ ​indicates​ ​that​ ​​sexualisation​​ ​and​ ​stereotypical​ ​traits​ ​is still​ ​ongoing​ ​among​ ​games​ ​today​ ​but​ ​has​ ​been​ ​reduced.​ ​In​ ​both​ ​the​ ​female​ ​sex,​ ​and​ ​the​ ​male​ ​sex of​ ​the​ ​characters​ ​was​ ​the​ ​stereotypical​ ​traits.​ ​The​ ​two​ ​male​ ​characters​ ​got​ ​similar​ ​responses​ ​about their​ ​looks.​ ​They​ ​were​ ​criticised​ ​how​ ​stereotypical​ ​their​ ​appearance​ ​where​ ​and​ ​that​ ​they​ ​didn’t stick​ ​out​ ​in​ ​anyway.​ ​The​ ​two​ ​female​ ​characters​ ​got​ ​different​ ​responses​ ​from​ ​the​ ​respondents.​ ​One of​ ​the​ ​female​ ​characters​ ​got​ ​positive​ ​feedback​ ​about​ ​how​ ​equal​ ​she​ ​looked​ ​to​ ​the​ ​male​ ​characters. The​ ​other​ ​female​ ​character​ ​received​ ​a​ ​negative​ ​response​ ​because​ ​the​ ​respondents​ ​felt​ ​her appearance​ ​was​ ​sexualized​ ​and​ ​her​ ​body​ ​had​ ​been​ ​highlighted​ ​in​ ​an​ ​unnecessary​ ​way.  

  • 29.
    Hagenmalm, Christoffer
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Wiberg, Anton
    University West, School of Business, Economics and IT, Division of Media and Design.
    Information eller intuition: magkänsla vid starten av en designprocess i UX-design2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    A design project generally consists of several iterative phases that together create a design process. The initial phase can be initiated by either intuition or information. The purpose of this study was to investigate how practicing UX-designers in Swedish industries initiate their design processes; whether it is intuition- or information-based, and how the different approaches impact the development of expertise. The study was conducted through five qualitative, semi-structured interviews with UX-designers of different ages and work experiences, or expertise. The result shows that no design processes are initiated based on intuition, and that there are good possibilities for implementing robust frameworks, allowing for a more streamlined development of expertise in UX-design

  • 30.
    Hedman, Ulrika
    University West, School of Business, Economics and IT, Division of Media and Design. University of Gothenburg (SWE).
    Making the most of Twitter: How technological affordances influence Swedish journalists’ self-branding2017In: Journalism - Theory, Practice & Criticism, ISSN 1464-8849, E-ISSN 1741-3001, Vol. 21, no 5, p. 670-687Article in journal (Refereed)
    Abstract [en]

    Journalists are among the most frequent users of Twitter, and Twitter has become an important platform for personal branding. Social media logic promotes not only a chase for virality and impressive metrics but also a mix of professional, personal, and private content, as well as sharing, interaction, and dialogue. Focusing one aspect of social media logic, the aim of this study is to analyze how the technological affordances of Twitter shape journalists’ self-branding in their account presentations and whether there are differences between groups of journalists. The study draws on a quantitative content analysis of Swedish journalists’ Twitter presentations and account information (N = 2543). The findings suggest that Swedish journalists on Twitter brand themselves as being more audience oriented, networking, and individualistic, projecting a mixed identity including both professional and personal features, and that social media logic influence journalists’ self-branding.

  • 31.
    Hedman, Ulrika
    University West, School of Business, Economics and IT, Division of Media and Design.
    Ökad polarisering bland Twitters journalister2022In: Snabbtänkt 2.022: Reflektioner från valet 2022av ledande forskare / [ed] Bolin, Niklas, Falasca, Kajsa, Grusell, Marie, Nord, Lars, Demicon; Mittuniversitetet , 2022, p. 62-62Chapter in book (Other academic)
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  • 32.
    Hjortfors, Simon
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Jigfelt, Therese
    University West, Department of Economics and IT, Division of Media and Design.
    Den sociala strategin: Hur man skapar ett engagerande målgruppsanpassat Facebookinnehåll2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This is a deep dive into how the world's largest social network works and in particular how users interact with pages’ content on Facebook. In this essay, we find out what kind of content users interacts with and what content creators must consider in order to successfully reach their target audience and thus also increase commitment to the organization or business that the content creator advocates.

    Our study consists of a field experiment preceded from a focus group and literature studies. We have used these methods to get new thoughts and ideas from users and to be able to know what we measure and how we do it. The study shows what kind of content works best on a given target audience, and this is backed up by extensive statistics, theories about how to create the ultimate Facebook content and theories about what actually makes people interact with content on Facebook.

    We find that this is a topic with few universal truths. Given the diversity among users and their differing motivations, Facebook is a very complex area of research. It is exactly this complexity that we find interesting and appealing, and we know that companies are craving more knowledge in this area. We have compiled important knowledge on Facebook and we present quantitative results from qualitative research, completed with conclusions and recommendations.

    Join us when we confirm what many have said about focus groups, read about why companies and organizations need to rethink their communication strategies and learn to understand what actually matters in target communications on Facebook; The user

  • 33.
    Jaanson, Hampus
    et al.
    University West, School of Business, Economics and IT.
    Harrvik, Markus
    University West, School of Business, Economics and IT.
    Samskapande med AI i webbdesign: Utforskande av sätt att implementera människa-AI samarbete i en designprocess2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In recent years development of generative AI has received a lot of attention in established media and generally in society, which among other things has been about image generation tools. One area where there is a lack of research in, is how text-to-image AI can be used in web design. Existing research suggests that new design processes for human-AI interaction needs to be created. This essay explores how designers can make use of AI and whether it can be seen as a collaborative partner or a tool. The research question for the essay is: In what ways can AI be implemented in a co-creation process in the web design field? The work is based on previous research on AI as a tool in innovation, implementation of generative AI in a design process, AI in UX design, and communication in a co-creation process. Additionally, the study is also based on previous research on MidJourney in a creative process and the theoretical perspectives of design thinking and human-centered design. The methods that are being used are interviews and a user test with professional web designers as participants.

    The majority of the participants felt that MidJourney had difficulty following design criterias that primarily concerned usability, but were still positive about the tool's ability. All participants expressed that they could continue to use MidJourney in future works and mentioned that it could be implemented in a design process to facilitate and improve efficiency in communication with the client for visual ideas, as a replacement for traditional inspiration sources, but primarily as a good tool for idea generation. According to the participants, the collaboration with the tool could have worked better if the communication used during its use was more human-like. The conclusion is that AI currently can be implemented in several steps in a design process, as a support in creative processes and to improve efficiency in a lot of work. It also emerges that AI cannot be seen as a collaborative partner, only as a tool that can be used in several areas. But in thefuture, AI will increasingly be perceived as a collaborative partner, by educating designers more in AI and developing communication to be more human-like. However, the designer's role remains important today due to AI:s difficulties in understanding basic design thinking and human-centered design.

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  • 34.
    Jakobsson, Malin
    et al.
    University West, School of Business, Economics and IT.
    Brunstedt Wallin, Viktor
    University West, School of Business, Economics and IT.
    Att välja rätt färg inom digital marknadsföring: Hur upplever människor en bild beroende på dess färgsättning?2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This degree project examines the significance of the color choice based on created advertising elements, adapted for Instagram. We start from some basic concepts of visual color perception that have their origins in color theory, color psychology, color systems and color perception. We also take digital marketing and its importance into account and use previous research in color perception and marketing.

    The purpose of this study is to present statistics and data analysis in the use of different colorings on images in different contexts, to show how the coloring in an image is important for the feelings and associations that are evoked in the user.

    The survey uses an Instagram layout to present four selected images, two on the theme of tourism and two on the theme of concert, where we then apply the colors; yellow, red, blue or green. The respondents in the web survey had to assess how they associate the image based on the already created alternatives that are available for each question in the survey.

    The results of the survey show that the color in an image has great significance in terms of associations and feelings. It becomes important to choose the right color in digital marketing to capture the attention of the Instagram user and to create an impression on the user, thus increasing the popularity of the post and reinforcing and matching its message.

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  • 35.
    Jakobsson, Sara
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Johansson, Caroline
    University West, Department of Economics and IT, Division of Media and Design.
    Game Changer: En studie om indieföretags sätt att marknadsföra sig2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Small companies within the gaming community have a hard time breaching the gaming market and make themselves visible. The goal of this thesis is to help indie companies in the gaming community and offer advice related to marketing. This will be possible through contact with different companies relevant in the business where they answer questions related to marketing  what they do to market themselves and what the obstacles are when it comes to marketing. We will also conduct an analysis of companies and their development blogs where we will have a closer look on what companies re posting, both related to marketing, but also to different subjects.    The result shows that companies are aware of what they need to do to market themselves, but it is difficult. They lack the knowledge that is needed to make it all work. They talk about the importance of social media and how you need to build a community to be able to go on. The blogs are used to promote different releases but also to show what the companies are up to events, office changes and etcetera. The conclusion we are able to make is that you have to have a presence on social media and build a community. If you are a newly founded company or in need of finance, crowdfunding is an option.   

  • 36.
    Johansson, André
    et al.
    University West, School of Business, Economics and IT.
    Karlsson, Emma
    University West, School of Business, Economics and IT.
    ”Om det inte vore för hennes ögon”: En kvalitativ studie om realism kopplat till the uncanny valley2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study was to examine what a smaller selection of Swedish spoken movie consumers perceived as realistic computer generated images. Through a smaller quantitative study in the form of an online survey where the general public has an opportunity to answer a couple of questions, a group of ten people are chosen for interviews. These interviews lay the groundwork for the majority of this study and it’s results.

    The study showed that a smaller selection of Swedish speaking movie consumers had different approaches when it came to what was seen as realistic or not. According to the respondents a key principal was the characters proportions, textures and the lighting of the characters. The study is focused especially on still images of computer generated characters from different movies, and the studies’ subject matter holds a lot of potential for further studies.

  • 37.
    Johansson, Björn
    et al.
    University West, School of Business, Economics and IT.
    Bulduk, Baran
    University West, School of Business, Economics and IT.
    In-car infotainment: När förarens uppmärksamhet möter bilars skärmar2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Distractions while driving are one of the most common causes of traffic accidents. One of these distractions is infotainment systems, namely the screens in modern cars. In recent years, several different investigations and tests have been carried out to find out if the infotainment systems are safe for traffic. Most of the surveys and tests agree that it is easier for the driver to lose concentration on the road and the driver feels compelled to look down at the screen to make simple adjustments in the car. The study focuses on the design of the infotainment systems and contributes insights from expert users experience and experiences of the importance of the infotainment systems for the driver's actions and safety in traffic. In addition, the text does not address infotainment systems in self-driving cars. Most strive to design infotainment as road safeas possible. Through various tests and data, the car manufacturers try to produce solutions to the disadvantages that is connected with car infotainment systems.

    The purpose of this study is to understand the drivers cognitive process while interacting with an infotainment screen during car driving. Cognition theories, such as HCI (Human-Computer Interaction) and HMI (Human Machine Interface) was applied to show this relation. The study was carried out using a qualitative method in the form of interviews with people in the car branch from Sweden and one person from Europe to get an international perspective. When compiling the results, it emerged that the interviewees have both similar views and different views on different issues. But it was not distinctive that some interviewees always have the same opinion. Through interviews with people in the car branch the results of the study can influence the understanding of how the driver interacts with the screen and how the driver's experience affects behaviour in traffic. As well as how the design and development of the screen has developed over the years and where the development of infotainment systems is heading. Based on what the study examines, it is stated that the conclusions mean that the results of the study show that there are individual wishes among the interviewees perception of how their attention is affected by screen distractions while driving. Car manufacturers may need to satisfy this through various technical solutions regarding the design of the infotainment systems for safety in traffic.

  • 38.
    Johansson, Sofia
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Norman, Erik
    University West, Department of Economics and IT, Division of Media and Design.
    Ju fler Jump Cuts, desto bättre: Att redigera en vlogg visuellt2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose with this essay was to look closer how so called vlogs (video-diaries) are edited on YouTube. Earlier research has shown that movement and verbal communication is very important, although it lacked a more deep analysis on what of a vlog consisted of regarding clip, camera work, effects, etc. To answer that question we performed a content analysis consisting of 20 vlogs. These vlogs were the ones that under the last month had gotten most views and thus were most popular. The data collected showed that most vlogs were edited in a similar way, or that they had the same goal: to consist of much content but under a short time span.   

  • 39.
    Jonsson, Christoffer
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Pettersson, Robert
    University West, School of Business, Economics and IT, Division of Media and Design.
    Hur fungerar lärplattformen Canvas enligt studenten?: Förstå hur studenter använder lärplattformen och hur den upplevs utifrån ett studentperspektiv2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study aims to understand how students at University West perceive the chosen LMS, (Learning Managing System) Canvas. Previous studies show that neither students nor teachers feel that their LMS is always optimal. Through usertesting and qualitative interviews, we try to understand both how students use the LMS and how the LMS is perceived by the students. The result shows that students at University West are positive towards Canvas in general, but not completely satisfied with the functionality. Identified problems concerning how content on the courses is structured and how functions that Canvas provides for communication between students and teachers, such as/along with groups and appointment booking, are used by teachers. The result from our study match similar studies which indicate that this is a global problem that affects other universities that use different LMS.

    The conclusion that can be made from this study is that it is recommended that teachers at University West use different types of templates to structure their courses based on the education that the course belongs to. This way you can prevent or minimize the risk of students not being satisfied with their LMS.

  • 40.
    Jungselius, Beata
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Weilenmann, Alexandra
    University of Gothenburg, Gothenburg (SWE).
    Keeping Memories Alive: A Decennial Study of Social Media Reminiscing, Memories, and Nostalgia2023In: Social Media + Society, E-ISSN 2056-3051, Vol. 9, no 4, p. 1-15Article in journal (Refereed)
    Abstract [en]

    In this article, we present findings from an analysis of social media users’ own descriptions of having lived with social media for over a decade. In doing so, we draw upon the users’ reflections as related in data collected over 10 years. We present findings from a unique dataset of 36 stimulated-recall interviews, where we have studied the same group of informants in 2012, 2017, and 2022. While previous work on reminiscing, memories, and social media have relied on descriptions of practices as they are remembered, our approach has allowed us to follow and examine how users reflect upon their own practices over time. In this article, we focus on social media reminiscing practices and show how social media users seek and engage with previously posted social media content to reminisce and how their reflecting upon how their social media practices have evolved over time evoke ambiguous feelings. Drawing upon previous work and our own empirical material, we define and discuss social media nostalgia. We describe how social media users experience both personal social media nostalgia (referring to how I was), and historical social media nostalgia (referring to how it was) when reflecting upon past social media practices and demonstrate how social media users nostalgize as they interact with and through social media memories. Finally, we discuss our findings in relation to the interplay between reminiscing practices and technology and point to how social media memories represent a detailed insight into an ongoing social transformation of everyday life.

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  • 41.
    Laurell, Isak
    et al.
    University West, School of Business, Economics and IT.
    Andersson, Janni
    University West, School of Business, Economics and IT.
    3D karaktärers geometriska former och personlighet: En studie om påverkan av tre geometriska grundformer på 3D-karaktärers uttrycksfullhet inom personlighetsteorin Five Factor-model2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Populariteten av underhållningsmedia gör att komplexa personligheter i 3D karaktärer spelar en stor roll. Omvandlingen av dessa abstrakta personligheter till visuella designelement är en svår uppgift. Uppsatsen använder en kvantitativ enkät tillsammans med fyra kvalitativa kompletterande intervjuer för att undersöka hur och om geometriska designelement förmedlar personlighet i en karaktärs huvud. Personlighetsteorin Five Factor Model användes för att koppla samman personlighetsdrag och tilldela karaktärerna personlighetskategorier. Fyra karaktärer med varsin tydlig geometrisk form skapades, triangulär, rund, kvadratisk och neutral. Dessa användes sedan i enkäten och intervjun. Resultatet visar att distinkta geometriska huvudformer gav en mer enhetlig uppfattning av karaktärers personlighet än mindre distinkta huvudformer. Den triangulära uppfattades som personlighetskategorin Neuroticism, den runda som personlighetskategorin Vänlighet, den kvadratiska som Extraversion och den neutrala som Samvetsgrannhet. Slutsatsen antyder att användandet av geometriska former i en karaktärs huvudform är ett effektivt sätt att förmedla personlighet

  • 42.
    Liljeblad, Sandra
    et al.
    University West, School of Business, Economics and IT.
    Millby Erlandsson, Rebecca
    University West, School of Business, Economics and IT.
    Sociala medier - den moderna fritidsgården: Ett föräldraperspektiv på tonåringars användning av sociala medier2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Social media is widely used amongst teenagers today. Studies show that the aftermath of using social media is both positive and negative. The generation of parents that currently have teenage children did not grow up to the same extent of a digital era or under the same conditions during the digitalization as their teenage children. They were not able to use social media platforms to the same extent as the usage is today. This study aims to, through qualitative interviews, illuminate to what extent this generation of parents addresses their teenage children's social media usage based on their knowledge, attitudes, and strategies. The qualitative interviews consisted of eight parents of children in 13-17 years old. The theoretical framework used is Affordance, The digital native and Onlife. The results show that the majority of the parents inform their children of the risks of social media usage rather than setting boundaries and rules. With this trust the parents expect their children to inform or discuss any concerns with them. It also appears that parents believe their children have more knowledge and experience regarding social media than themselves and therefore there is little or no concern regarding exposure to bullying or harassment. 

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  • 43.
    Linderot, Rebecka
    University West, Department of Economics and IT, Division of Media and Design.
    Kreativitet som första steget mot innovation: Hur man kan skapa ett kreativt klimat för att främja innovation2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This essay is about how a creative climate can be created to support creativity. The study has been implemented with a survey which has been sent to specially selected people whom might work with creativity. Results has shown that the creative climate and what creates it is highly individual. However if we work in teams there are general factors which affect the creative climate. Two of these factors are the teams communication climate and members psychological safety. When members are feeling safe and trust, they dare sharing their ideas. Teams are less creative than the individual but by creating a positive communication climates and psychological safety teams can work more effectively with creativity. By using both teams and individual work we can take advantage of a broad knowledge base by simultaneously utilizing that the individual is more creative.

  • 44.
    Lorentzon, Jesper
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Nordin, Sofia
    University West, Department of Economics and IT, Division of Media and Design.
    Livsstilsvloggare som förebild, inspiratör och stöd: En kvalitativ studie om hur följare uppfattar vloggare2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The phenomenon of vlogs, short for video log, has become a part of the modern digital media landscape. It has also become a part of peoples’ lives when they follow the creators and watch their videos on a daily basis.  From the perspective of a follower, we have investigated the importance of the people behind the vlogs. More specific, the aim of the study is to examine how followers are influenced by the creator of a vlog and try to understand the relationship between them. By interviewing people aged 16-30 years, that follow at least one vlog of category lifestyle-vlog. We have examined parasocial relationships, norm-breaking and authenticity theories.   The result suggests that the parasocial relationship is insufficient to explain the relationship between a follower and the creator of a vlog. The main reasons for being followed are; entertainment, interest, inspiration and support. Moreover, we found that followers appreciate and choose vlogs that are authentic and honest. Finally, the result also indicates that there may be a difference between men and women's following of a vlogger.

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  • 45.
    Malikzada, Hamid
    et al.
    University West, School of Business, Economics and IT.
    Ragnestål, Filip
    University West, School of Business, Economics and IT.
    En jämförelsestudie mellan cross-plattform applikationer och progressiva webbapplikationer med fokus på prestanda2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The use of smartphones has increased drastically in recent decades, which has led to increased demand for mobile applications. There are various methods for developing mobile applications that work in all mobile operating systems. The cross-platform development method is a popular development method when it comes to applications that work in different operating systems. A newer development method is Progressive Web Applications (PWA) which is a web application with extra functionality which enables the web application to function as a mobile application. One disadvantage of cross-platform applications is that they consume more of the mobile phone's resources. The purpose of this study is to investigate differences in resource consumption between one of the most widely used development method React Native with PWA. The study examines the three performance parameters CPU, RAM and battery consumption between React Native and PWA applications. The results of the study show that the React Native application consumes more of the mobile phone's resources on all the parameters examined. Based on the results of the study, it turned out that PWA applications currently consume less resources and are thus a good alternative for the development of mobile applications. Furthermore, the study concluded that the technology behind a specific development method can affect the mobile phone's resources, it is therefore important to think about the choice of development method before developing an application.

  • 46.
    Mattsson, Andreas
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Silfverlin, Jacob
    University West, Department of Economics and IT, Division of Media and Design.
    Det är insidan som räknas: En kvalitativ studie av grafiska formgivares förhållningssätt till akademisk samt erfarenhetsbaserad kunskap i det egna designarbetet2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study treats the judgement of graphic designers, where the purpose was to investigate at what extent they apply academic knowledge to their daily design assessments. Through a qualitative study constructed of semi structured interviews with empiricism collected from five graphic designers, the study aimed to account for the designers’ approach to academic and experience-based knowledge in relation to their own judgement.

     Academic knowledge is highlighted in the study as a central part in a greater understanding of graphic design and its processes.  The designers’ demonstrates an overall approach, emphasizing judgment as a tool in the process of creating their own design work. The designers recounts academic knowledge as a part of their self, thus not needing to be defined to be able to rely on it. This enables for a quicker and more precise process in their design work. Furthermore the study reveals a gap where the respondents with longer experience recounts that the majority of their design work is based on judgments and intuition rather than previously acquired academic knowledge. The study concludes that graphic designers emphasize the importance of previous knowledge however they also consider it essential to rely on their own judgment. The knowledge underlying their judgment change over time, contributing to a deeper understanding of what is considered visually and communicatively appealing. Finally the study indicates a strong link between the development of judgment and new experiences. Thus, it is possible to see how the judgment, used by graphic designers, is based on previo

  • 47.
    McGeough Hänninen, Philip
    et al.
    University West, School of Business, Economics and IT.
    Waidele, Viktoria
    University West, School of Business, Economics and IT.
    Cloud gamings påverkan på konsumenter: Hur ser användarupplevelsen ut i den molnbaseradetjänsten?2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The gaming industry is one of the largest in entertainment today and is constantlyevolving with the help of digitalization. In both the film and music industry, streaminghas become extremely popular and now the gaming world is following in their footstepsin the form of cloud gaming. In just a few years, the four cloud gaming services XboxGame Pass, Nvidia GeForce Now, Playstation Now and Google Stadia have beenlaunched. During this time, Google Stadia has also shut down its service due to a lack ofconsumers. This means that it is extremely relevant to try to create an understanding ofwhat is required of cloud gaming to get users to abandon traditional gaming. We want toinvestigate how the user experience in cloud gaming affects consumers. To do this, wehave in this study chosen to focus on Xbox Game Pass.

    In this paper, we have used a questionnaire, a test and a complementary interview toarrive at our results. The questionnaire dealt with the frequency of gaming bothtraditionally and via cloud gaming, which platforms they have used or know about, andthe advantages and disadvantages of cloud gaming, in order to get an overview of theopinions on the subject. We asked eight participants to play four different games usingthe Xbox Game Pass cloud gaming service during a set time frame, and we interviewedthese participants afterwards to learn about their experience with cloud gaming.

    As we can see from the results, we received 47 responses to our questionnaire, wherethe answers showed that the biggest problems with cloud gaming were about connectionor performance, but that it was easily accessible and that it was an advantage not to haveto install games and use disks. It also turned out that the majority of respondents haveeither never played via cloud gaming or have only tried it once. The interviews hadvarying results, where the link between networks and poor user experience was notobvious. However, this can depend on the expectations of cloud gaming since multipleof our respondents had their gaming experiences affected by their expectations. Ourfindings suggest that consumers are not ready to abandon traditional gaming, given thecurrent instability and uncertainty of cloud gaming. The cloud gaming user experienceis a sea of problems with immersion breaks, network issues, unreliable stability, andhigh expectations. This suggests that consumers may be avoiding cloud gaming becausethey are expecting a negative user experience, which implies a negative reputation.

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  • 48.
    Mogren, Stefan
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Abrahamsson, Max
    University West, School of Business, Economics and IT, Division of Media and Design.
    Repetitionens påverkan på animation: Åskådares uppfattning av repetitiv spelanimation2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study was to examine whether repetition affects the experience of game animation. Through an experiment we divided people with gaming habits into two groups to view an animated run-cycle. The cycle, almost a second long, was repeated continuously. One of the groups viewed the cycle for 10 seconds whereas the other group viewed the same cycle, but for 120 seconds. The participants experiences were documented through a questionnaire that was later supplemented with a more thorough interview. Their statements were compiled using open coding in order to find similarities and differences between the two groups.The results of the experiment show tendencies that the group that viewed the cycle for 120 seconds expressed a change of experience with time, often for the worse, even if the animation itself didn't change. This differs from the other group, which had viewed the cycle for 10 seconds, which generally didn't report any changes of experience. From this we draw the conclusion that, in an experiment stripped of story, environment and context, game animation that repeats frequently tends to cause a change of experience with repetitions. How and why this change of experience occurs can only be discussed in this study even though there's similarities with theories as PECMA Flow and semanticsatiation. Further studies into the subject is required to fully understand the phenomenon and to apply the findings in real, complex games.

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  • 49.
    Nordling, Filip
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Wiklund, Josef
    University West, Department of Economics and IT, Division of Media and Design.
    Platt fall – ur användarens perspektiv: En kvalitativ studie om minimalism och skeuomorfism med fokus på UI/UX2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study was to investigate how different designed interfaces are interpreted and perceived. The focus relied on investigating the difference between the skeuomorphic and the minimalistic design approach in websites and mobile apps. This has been done by performing an individual user test on 19 participants where each one of them has been evaluating a mobile application in two different executions; one designed to mimic today’s modern flat design and the other, with the same layout, in a skeuomorphic design approach. Later through the user test, we have initiated interviews related to the practical application evaluation in which we bring up relative questions regarding the test and the perceptions given by what good design may be. Lots of interesting phenomena have been found, one of which reveals that the majority of users, by a rather large margin, perceives skeuomorphism as the most modern and most usable design style. The conclusion we have drawn by this result is that skeuomorphism creates a kind of clarity for the application, which is more so appreciated by the user when navigating an application than aesthetically appealing elements of design. Our result made it clear that a more carefully considered development of user-centered interfaces has to be made in order to find a more balanced mix of functionality and usability. Therefore, we find a continuation of this study a necessity in order to fully understand this phenomenon.

  • 50.
    Pehrson, Josefine
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Ahxner, Sara
    University West, Department of Economics and IT, Division of Media and Design.
    Recensenten på nätet: En kvalitativ studie om konsumentens incitament för att skriva recensioner2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In line with the digitization and the growth of e-commerce, the internet-based review has gained importance for the digitized purchasing process. It has been found that reviews have an impact on purchase decisions and act as cheap marketing, but limited research cover the motives behind reviews. The purpose of this study is to achieve a wider perspective on the subject and a deeper understanding of the consumers incentive to write reviews through a qualitative survey. The selection is based on ecommerce consumers who have ever written a review on the internet or regularly do it. The data collects through eight individual interviews, where the focus lies on allowing the respondents to develop their own thoughts about their reviews. The result is put in relation to previous research and we find both similarities and differences. Other than previous research on the subject, theory include the model of the buying process and the concept of word of mouth (WOM). We conclude that the consumers main incentive to write reviews is the willingness to help others in their purchase decisions. Finally, we present implications for e-commerce companies where we recommend providing reviews and encouraging consumers to review. We believe that this study can form the basis for further research on the subject.

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