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Utveckling av sparapplikation: En fallstudie om hur man utvecklar en applikation som påverkar människans kognitiva beteende
KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
2019 (Swedish)Independent thesis Basic level (university diploma), 10 credits / 15 HE creditsStudent thesisAlternative title
Development of a savings application : A case study about how to develop an application that affects the human cognitive behaviour (English)
Abstract [sv]

Hos flertalet människor finns en önskan om ett eget sparande, för långsiktiga såväl som kortsiktiga mål. Ser man till dagens bostadsmarknad och i synnerhet Stockholms län, kan det vara svårt för unga vuxna att ta sig in på bostadsmarknaden till följd av att det krävs att man ska ha sparat ihop till en kontantinsats. 

Med syftet att motivera och öka individens penningsparande, genomfördes i denna studie en undersökning kring hur man i en applikation kan påverka mänsklig kognition och motivera individen till ett penningsparande. För uppdragsgivarens räkning, IT-konsult bolaget Etimo AB, har en prototyp i form av en sparapplikation utvecklats under denna studie. 

Lösningsförslaget är ett resultat som bygger på svar från olika datainsamlingar och teknisk konstruktion. Resultaten från dessa datainsamlingar, där enkätundersökningar samt användbarhetstester utgjorde det viktigaste underlaget, visade att spelifiering är ett koncept som går att använda i en applikation för att påverka mänsklig kognition. Mer specifikt framkom det att element från speldesign såsom troféer samt framstegsmätare i form av poäng och grafer, har en positiv inverkan på användarens motivation.

Abstract [en]

To establish an own private savings, for both long-term as well as short-term goals, is a wish that most people have. Looking at the current housing market, there can be some difficulties for young adults, especially in the Stockholm county, to become an owner of a household. This due to the fact that an investment of this kind, often requires the individual to save up for a down payment. 

This study has been conducted in order to obtain an answer on how to, in an application, affect human cognition and motivate individuals to increase their private savings. As a given assignment from the IT-consulting company Etimo AB, a prototype of a savings-application has been constructed during this study.

The solution is a result based on various data collection methods as well as a software development process. The results of the study, in which usability tests and surveys where the most important ones, showed that gamification is a concept which can be used in an application in order to affect human cognition. The results showed more specifically that elements from game design, such as trophies and progress bars, have a positive effect on the users motivation.

Place, publisher, year, edition, pages
2019. , p. 128
Series
TRITA-CBH-GRU ; 2019:012
Keywords [en]
Application, Prototype, Human cognition, Usability test, Motivation, Gamification
Keywords [sv]
Applikation, Prototyp, Mänsklig kognition, Användbarhetstest, Användarupplevelse, Motivation, Spelifiering
National Category
Human Computer Interaction
Identifiers
URN: urn:nbn:se:kth:diva-243894OAI: oai:DiVA.org:kth-243894DiVA, id: diva2:1287193
External cooperation
Etimo AB
Subject / course
Computer Engineering with Business Economics
Educational program
Bachelor of Science in Engineering - Engineering and Economics
Supervisors
Examiners
Available from: 2019-02-11 Created: 2019-02-08 Last updated: 2019-02-11Bibliographically approved

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