Swedish |
: | Fluent |
Englsih |
: | Fluent |
German |
: | Good Knowledge |
My name is Nora Nyberg, I am 25 years old and hold a Master’s degree in Human-Computer Interaction & User Experience, as well as a Bachelor’s degree specializing in Digital Media Production from Umeå University. I have also completed several standalone courses to explore areas of interest such as 3D modeling, animation, and programming. Prior to my university studies, I completed the International Baccalaureate program at Bonn International School in Germany.
My interest in graphic design began in high school where I joined the team responsible for designing my schools yearbook. We created the layouts and themes ourselves. This experience paved the way for my university education, and I currently serve as the layout manager for de Facto, the law faculty’s magazine at the university.
I worked at a stationary ice cream truck in Umeå.
I am responsible for the layout of the Umeå University Law Students’ Association magazine for 2026. The magazine is called de Facto and is published four times a year.
The objective of this study is to evaluate the success of Umeå’s public transportation system in adapting its usability to international users. A descriptive research design was used as our main method, combining the mixed method (qualitative and quantitative) approaches in the form of a questionnaire (n=55) and semi-structured interviews (n=10). The findings indicate that Ultra is not very successful in adapting its usability to international users, as in many areas, Ultra fails to meet the usability standards, which leads to the application being excluded excluding its varied diverse users base. Furthermore, the perception of Ultra’s usability is that international users face more challenges than Swedish users.
This thesis addresses the research question; ‘Which aspects of gamification contribute the most to motivate people using the application Duolingo?’. This has been done through a quantitative questionnaire study, which we have distributed to people (n=644) that shows familiarity with the application. Within the survey they can state their opinion on a range of different statements through a scaling system of 1-7 and if the participants have anything to add then they can write about it at the end of the survey. The results showed that there are several key factors, such as the users age, that impact how effective certain gamified functions are at motivating the user. This is also the focus of our secondary research question; Which potential factors impact the experience of gamification elements among Duolingo users? Additionally, there is a difference in the perceived and the acted upon motivating factors in gamification.
I was the project manager for the Bonn International Yearbook for three years.
Swedish |
: | Fluent |
Englsih |
: | Fluent |
German |
: | Good Knowledge |