Saudi Cultural Missions Theses & Dissertations
Permanent URI for this communityhttps://drepo.sdl.edu.sa/handle/20.500.14154/10
Browse
4 results
Search Results
Item Restricted Exploring Gamification by Evaluating Interfaces of Task Management Apps and Developing an Interface to Ensure Inclusiveness of Different Students’ Needs.(Newcastle University, 2024-09) Almakran, Raneem; Claisse, CarolineThe aim of this project is to evaluate and develop a prototype of a gamified task management app that enhances engagement for diverse students in academic contexts, such as students with ADHD symptoms. ADHD students face challenges with managing tasks, which affect their academic performance. Existing task management apps are designed for general users, but none specifically fulfill the needs of students with ADHD symptoms. Therefore, this paper evaluates two existing task management apps and presents a prototype designed to manage tasks in an enjoyable way by including gamification features such as competing with friends, collecting points, and taking care of a plant by achieving tasks. To understand user needs, semi-structured interviews were conducted with two students who identified with ADHD symptoms. Interviews were analysed using a qualitative approach. The results demonstrated the challenges faced in academia and how students tend not to use current task management apps for academic tasks. To test the usability of the gamified prototype, one participant was interviewed. Before the usability test, an ADHD persona and some scenarios were presented to the participant. The results were encouraging, suggesting that the gamified interface is engaging and enjoyable while managing tasks.32 0Item Restricted An Urban Management Framework for Crowd Movements in Hajj: A User-Centric Approach(University of Leeds, 2024-08) Kadi, Abdulrahman Omar; Selim, GehanThis thesis explores the complexities of urban management in the context of crowd movements during mega-events, with a particular focus on the Islamic pilgrimage of Hajj. The research aims to develop a user-centred management framework that enhances both crowd movement conditions and user experience, addressing the limitations of traditional top-down management approaches. Through a multidisciplinary approach that integrates theories from event management, crowd dynamics, and user experience, the study offers a novel perspective on managing large-scale gatherings, where the safety and satisfaction of participants are paramount. The research establishes the importance of urban management in facilitating effective crowd movements during mega-events, particularly addressing the unique challenges of Hajj, a religious event in Makkah that annually draws millions of pilgrims. The study identifies critical variables and correlations within urban management, event activities, and user experience, highlighting the need for a user-centric approach. The research examines urban management variables influencing crowd movements and analyses existing literature in order to identify gaps in the current understanding of crowd dynamics, particularly the formation and impact of collective behaviour during mass gatherings. A significant focus is placed on the pivotal role of user experience in shaping innovative crowd management strategies, employing tools such as User Journey Mapping (UJM) to dissect the collective experiences of pilgrims. The thesis further contextualises the study with a historical background of the Islamic pilgrimage, detailing the Holy Sites' rituals, circulation patterns, and significance. The research employs a mixed-methods approach, including surveys, interviews, and observational studies, to gather data during Hajj in 2021 and 2022. This data presents an in-depth analysis of crowd movement conditions during Hajj, identifying key challenges and proposing strategies to improve crowd control and user experience. The analysis from the user's perspective identifies touchpoints that influence crowd dynamics and underscores the importance of considering users' needs, expectations, and experiences in designing effective crowd management strategies. Moreover, the research introduces an urban management framework comprising three overarching themes: Event Management, Crowd Movement, and User Experience, each divided into sub-themes that collectively form a comprehensive approach to managing crowd movements during mega-events. The research synthesises these findings, relating them to the initial research questions and theoretical framework. It advocates for a user-centric strategy prioritising inclusivity, safety, and user satisfaction. It introduces the User-Centric Management Canvas (UCMC), a practical tool designed to guide event organisers in adopting this new approach. This framework offers a structured yet flexible method adaptable to various mega-event contexts. In conclusion, this thesis marks a significant contribution to urban management, providing a blueprint for future research and practical applications in crowd management. It sets the stage for a paradigm shift towards more empathetic and effective management of mega-events, potentially enhancing participants' safety and spiritual fulfilment at events like Hajj, with global applicability to other large-scale events.56 0Item Restricted From MTV to MVR: The Role of Personalized User Experiences and Interaction Design in Interactive Virtual Reality Music Videos(2023-05-12) Alsaati, Arwa; DuBois, Luke; Nathanson, AlexMusic videos have a long history and have shaped popular culture. With the evolution of technology, music videos are also being transformed by virtual and augmented realities, and interactive audiovisual experiences. Interactive music videos have the potential to revolutionize the music and film industries by providing new ways for artists to interact with their audiences. In this paper, I apply a user-centered design methodology to investigate the topic of interactive music videos as a virtual reality (VR) experience, and to create a four-minute interactive music video experience that seeks to understand the significance of personalized experiences, user agency, and interactivity in this context. The project consists of various elements that can help alter the music videos experience in real-time as the user is venturing on the main guided experience of the video. One of the aims of this project is to get the user to experience the same music video in a different way each time, thus motivating users to go back to the experience again and experience it in an innovative way through each iterative experience.33 0Item Restricted Promoting Universal Access to E-government Services — A Comprehensive Conceptual Framework from Citizens’ Perspective(2023-05-13) Aldrees, Asma; Gracanin, DenisThe world moves toward the era of a smart society that is human-centered, sustainable, and inclusive. Countries employed new information and communication technologies to deliver services and engage citizens in the decision-making process. These services are evolving and in the near future, we can expect a plethora of new services related to Smart Society 5.0 and Industry 4.0, in addition to more traditional services. The possibility of these new technologies to foster sustainable development can only be obtained when all target users have fair access to the offered services. In the e-government context, ensuring service quality is crucial for success. While many factors contribute to service quality, user experience is becoming increasingly important. Governments need to put citizens at the center of the design process of their services and ensure that all target users have an enhanced experience with the offered e-services. Moreover, e-government constantly changes over time and continues to drive opportunities and open new possibilities for potential developments. Therefore, it is highly recommended that government agencies regularly evaluate citizens’ experience with the offered services and investigate the factors that significantly influence their adoption behavior. However, numerous research efforts investigated the user experience of e-government from the lens of specific government services in an individual or specific range of countries. There has been a lack of a global e-government adoption framework to evaluate users’ adoption behaviors of e-government services. Despite successful efforts to formalize certain aspects of user experience, there remains a need for a comprehensive and systematic framework for user experience evaluation. Therefore, the main objective of this thesis is to conduct a comprehensive study of the state of the art in user experience evaluation and develop a unified framework that integrates existing knowledge on the topic. It provides a systematic approach for enhancing user experience by providing guidelines on how to evaluate users’ adoption behaviors of e-government services efficiently as a reference for future investigations. The research approach was conducted through two main phases. The first phase aims to design the proposed conceptual framework to evaluate users’ adoption behaviors of e-government services. Hence, we have conducted a systematic literature review on user experience towards e-government services and cover all different aspects to better understand target users and enhance their overall experience. This systematic review informed the design of a holistic conceptual framework by investigating factors that significantly affect users’ adoption of e-government services globally. The proposed framework provides a standard overarching process for future research in the e-government domain by providing an established methodology for evaluating users’ adoption behaviors of e-government services. This framework is global, it is used to evaluate users’ adoption behaviors of e-government in any country to ensure that citizens have a good experience with e-government services in that country. The framework includes the most common significant factors influencing users’ adoption behaviors of e-government that represent the necessary steps to enhance citizen experience and boost their adoption behavior. The second phase implies the utilization of the proposed framework to evaluate users’ adoption behaviors of e-government by developing a reference implementation of e-government adoption based on the proposed framework. The quantitative research methodology was employed using a web-based questionnaire to evaluate the e-government adoption behavior. The questionnaire contains a set of measurement items pertaining to each factor that existed18 0