• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 427
  • 128
  • 105
  • 69
  • 32
  • 23
  • 15
  • 11
  • 10
  • 10
  • 8
  • 7
  • 7
  • 5
  • 4
  • Tagged with
  • 959
  • 959
  • 336
  • 334
  • 241
  • 198
  • 175
  • 166
  • 149
  • 143
  • 137
  • 111
  • 110
  • 104
  • 102
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
311

Automated Telecommunication Software Testing : An automated model generator for Model-Based Testing

Gutierrez Lopez, Armando, Mulas Viela, Ignacio Manuel January 2012 (has links)
In Model-Based Testing (MBT) the main goal is to test a system by designing models which describe the functionality of the system to test. Subsequently, test cases are obtained from the model, and these test cases can be executed automatically. Experience has shown that the learning curve for learning MBT can be steep - especially for people who do not have previous programming experience. This is because the language used to design models uses programming language concepts. In this thesis we describe a tool which automatically generates models, given an initial set of requirements. The advantage of this tool is that users do not need to learn a model-based testing language to design models, but instead they must learn to use a high-level of abstraction and a Graphical User Interface to specify their test cases. We demonstrate the value of the tool by using it to design models that generate test cases for telecommunications system, but show that this tool can be adapted for use in testing similar systems. The application of this tool can facilitate traditional phase-based software development methods, by saving a considerable amount of time and resources. In addition, when applied to agile software development, the reduced time required for testing because of the use of our tool helps shortening the feedback loops between designing and testing, thus increasing team efficiency within every iteration. / I Model-Based Testing (MBT) är det huvudsakliga målet att testa ett system genom modeller som beskriver systemets unktionalitet för att testa. Därefter erhålls testfall från modellen, och dessa testfall kan utföras automatiskt. Erfarenheten har visat att inlärningskurvan för lärande MBT kan vara branta - särskilt för personer som inte har tidigare erfarenhet av programmering. Detta beror på det språk som används för användning programmeringsspråk begrepp. I denna avhandling beskriver vi ett verktyg som automatiskt genererar modellerna, med tanke på en första uppsättning krav. Fördelen med detta verktyg är att användarna inte behöver lära sig en modellbaserad testning av språket att konstruera modeller, utan de måste lära sig att använda en hög nivåav abstraktion och ett grafiskt användargränssnitt för att ange sina testfall. Vi demonstrerar värdet av verktyget genom att använda den för att konstruera modeller som genererar testfall för telekommunikationssystem, men visar att detta verktyg kan anpassas för användning vid testning av liknande system. Tillämpningen av detta verktyg kan underlätta traditionella fas-baserade metoder mjukvaruutveckling, genom att spara en avsevärd tid och resurser. Dessutom, när det tillämpas på Agile Software utveckling, minskade tid som krävs för att testa på grund av användningen av vårt verktyg hjälper förkorta återkopplingar mellan design och testning, vilket ökar teamet effektiviteten inom varje iteration. / En Model-Based Testing (MBT), el objetivo principal es testear un sistema mediante el diseño de modelos que describan su funcionalidad. En consecuencia, estos modelos generan test cases que pueden ser ejecutados automáticamente en dicho sistema. La experiencia nos muestra que la curva de aprendizaje en el caso de MBT puede ser pronunciada, especialmente para aquellos sin ninguna experiencia previa en programación. Esto se debe a que los lenguajes usados para diseñar modelos usan conceptos intrínsecos a los lenguajes de programación. En este Proyecto Fin de Carrera, describimos una herramienta que genera automáticamente modelos, dado un conjunto de requisitos inicial. La ventaja que ofrece esta herramienta es que los usuarios no requieren el aprendizaje de ninguno lenguaje de modelado a la hora de diseñar modelos, sino que tan solo deben aprender a utilizar una Interfaz de Usuario Gráfica (GUI), a un alto nivel de abstracción, para especificar sus test cases. Demostramos el valor de esta herramienta mediante su aplicación en un nuevo sistema de telecomunicaciones en fase de pruebas de Ericsson, mostrando al mismo tiempo que puede ser utilizada en el testeo de sistemas similares. La aplicación de esta herramienta puede facilitar los métodos de desarrollo de software tradicionales mediante el ahorro de una cantidad considerable de tiempo y recursos. Además, aplicada a métodos de desarrollo ágil de software, el tiempo reducido requerido para el testing a causa del uso de esta herramienta ayuda a acortar los plazos entre diseño y testing, y en consecuencia, incrementando la eficiencia del equipo en cada iteración.
312

Cultural differences within user experience and user interface : A qualitative study on how individualistic and collectivistic cultural differences affect users' attitudes towards food ordering applications

Batistier, Louise, Holmlund, Felicia January 2021 (has links)
The study's purpose is to present additional information about how individualistic and collectivistic cultural differences might affect the customer's attitude towards UX and UI on online food ordering applications. The authors found that individuals' cultural background can in some cases have an impact on their attitude towards UX and UI on food ordering applications. The study's conclusion covered the themes; simplicity, information, experience and aesthetic. As a result, the study could be interpreted as potential guidelines to improve companies' applications and potentially attract a wider target group.
313

Navigation User Interface design in e-commerce and its impact on customers' satisfaction : A mixed-methods study analysing the impact of different menu styles and user interface elements

Kořistová, Michaela, Spiratos, Christia January 2021 (has links)
No description available.
314

Comparison of GCP and AWS using usability heuristic and cognitive walkthrough while creating and launching Virtual Machine instances in VirtualPrivate Cloud

Cherukuri, Prudhvi Nath Naidu, Ganja, Sree Kavya January 2021 (has links)
ABSTRACT Cloud computing has become increasingly important over the years, as the need for computational resources, data storage, and networking capabilities in the field of information technology has been increased. There are several large corporations that offer these services to small companies or to end-users such as GCP, AWS, Microsoft Azure, IBM Cloud, and many more. The main aim of this thesis is to perform the comparison of GCP and AWS consoles in terms of the user interface while performing tasks related to compute engine. The cognitive walkthrough has been performed on tasks such as the creation of VPC, creation of VM instances, and launching them and then from the results, both the interfaces are compared using usability heuristics. Background: As the usage of cloud computing has increased over the years, the companies that are offering these services have grown eventually. Though there are many cloud services available in the market the user might always choose the services that are more flexible and efficient to use. In this manner, the choice of our research is made to compare the cloud services in terms of user interaction user experience. As we dig deep into the topic of user interaction and experience there are evaluation techniques and principles such as cognitive walkthrough and usability heuristics are suitable for our research. Here the comparison is made among GCP and AWS user interfaces while performing some tasks related to compute engine. Objectives: The main objectives of this thesis are to create VPC, VM instances,s and launch VM instances in two different cloud services such as GCP and AWS. To find out the best user interface among these two cloud services from the perspective of the user. Method: The process of finding best user interface among GCP and AWS cloud services is based on the cognitive walkthrough and comparing with usability heuristics. The cognitive walkthrough is performed on chosen tasks in both the services and then compared using usability heuristics to get the results of our research. Results: The results that are obtained from cognitive walkthrough and comparison with usability heuristics shown in graphical formats such as bar graphs, pie charts, and the comparison results are shown in the form of tabular form. The results cannot be universal, as they are just observational results from cognitive walkthrough and usability heuristic evaluation. Conclusion: After performing the above-mentioned methods it is observed that the user interface of GCP is more flexible and efficient in terms of user interaction and experience. Though the user experience may vary based on the experience level of users in cloud services, as per our research the novice user and moderate users have chosen GCP as a better interactive system over AWS. Keywords: Cloud computing, VM instance, Cognitive walkthrough, Usability heuristics, User-interface.
315

Kognitiv kostnad av UIelement : Går det att sänkakognitiv kostnad av ettgränssnittselement somindikerar riktning? / Cognitive costs of UIelements: : Is it possible toreduce the cognitive cost ofa user interface elementthat indicates direction?

Söderberg, Sigrid, Orlov, Joacim January 2021 (has links)
Denna studie undersökte rimligheten av att applicera kognitiva teorier och interaktionsdesigns koncept på ett datorspelsgränsnitt med rollen av att hävda en riktning som en användare ska vända sig mot för att hitta sitt mål. För att skapa ett gränssnitt som gör detta valdes olika kognitiva teorier och interaktionsdesign koncept exempel på dessa är Cognitive workload theory” (Kosch, 2020) och Sökbarhet (ware, 2011, s 23-64). Ett gränssnitt skapades för ett FPS-spel där målet var att hitta och sikta mot olika objekt och gränssnittets roll var att hjälpa användaren att hitta dessa mål oavsett vart de var i förhållande till vart användaren tittade. En studie utfördes med två UXD-experter där experterna fick spela genom artefakten och intervjuades efter genomspelningen. Datan visar på att det finns starka bevis för att det går att skapa ett gränssnitt som med låg kognitiv kostnad pekar ut en riktning genom att följa kognitiva teorier och interaktionsdesign koncept. / <p>Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.</p>
316

Evaluating player performance and usability of graphical FPS interfaces in VR

Willemsen, Mattias January 2019 (has links)
Background. When designing video games for Virtual Reality, graphical user interfaces (GUIs) cannot always be designed as they have been for traditional video games. An often recommended approach is to merge the interface with the game world, but it is unclear if this is the best idea in all cases. As the market for Virtual Reality is growing quickly, more research is needed to create an understanding of how GUIs should be designed for Virtual Reality. Objectives. The thesis researches existing GUI type classifications and adapts them for VR. A method to compare the GUI types to each other is selected and conclusions are drawn about how they affect player performance, usability, and preference.  Methods. A VR FPS game is developed and an experiment is designed using it. The experiment tests the player's performance with each of three distinct GUI types and also presents questionnaires to get their personal preference. Results. Both player performance and subjective opinion seems to favour geometric GUI. Conclusions. The often recommended approach for designing GUI elements as part of the game world may not always be the best option, as it may sacrifice usability and performance for immersion. / Bakgrund. Vid design av grafiska användargränssnitt (GUI) till Virtual Reality kan inte alltid samma design användas som tidigare har använts i traditionella TV-spel. Ett tillvägagångssätt som ofta rekommenderas är att göra spelets GUI en del av spelvärlden men det är oklart om det är den bästa strategin när man väger in prestation, användbarhet, och preferens. Eftersom marknaden för Virtual Reality växer snabbt behövs mer forskning för att få en förståelse för hur grafiska användargränssnitt bör designas. Syfte. Detta examensarbete undersöker existerande klassifikationer av GUI:n och anpassar dem för VR. En metod för att jämföra de olika typerna av GUI väljs ut och slutsatser dras om hur de påverkar prestanda, användbarhet och preferens. Metod. Ett VR FPS-spel utvecklas och ett experiment designas baserat på det. Experimentet testar spelares prestanda med tre olika typer av GUI. Spelarna svarar även på enkäter om upplevd användbarhet och preferens. Resultat. Data från både prestanda och personlig preferens verkar förespråka Geometriskt GUI. Slutsatser. Metoden som ofta rekommenderas där spelets GUI arbetas in som en del av spelvärlden verkar inte alltid vara det bästa valet då det kan offra användbarhet och prestanda för inlevelse.
317

A Study on Mixed-Initiative for Fostering Creativity in Game Design

Österman, Axel, Nuevo Nolasco, Chelsi Mutya January 2018 (has links)
Mixed-initiative systems highlights the collaboration between humans and computers infostering the generation of more interesting content in game design. In light of theever-increasing cost of game development, providing mixed-initiative tools can not onlysignificantly reduce the cost but also encourage more creativity amongst designers. Thisstudy focused on the improvement of mixed-initiative aspects for a previously developedtool called Evolutionary Dungeon Designer or Eddy for short. Eddy placed a focus onusing its genetic algorithms to produce content that adhere to game design patterns.Using the feedback from Eddy 2.0’s user study and studying other related works, newfeatures have been planned and implemented to improve the elements of mixed-initiativein Eddy for version 3.0. The results primarily feature a new and improved workflow aswell as enhancing a room’s context with the addition of a logical world grid. This in turnimproves the program’s intuitiveness and makes it possible for the designer to createmore complex designs of their preference while maintaining the general functionalities ofthe original Eddy.The study was evaluated with a small scale user study of five users at a gamedevelopment company with most of the feedback being positive in nature. From thefeedback more features have been planned for a future version of Eddy being version 4.0.
318

IoT in research methods - Interactive Zipper: A study about a tangible interface

Aliyev, Elmar, Xu, Oujun Anders January 2019 (has links)
Användargränssnitt är en viktig del av kommunikationen mellan människor och maskin. Tidigare så kallat människa-datorinteraktion var baserad på användning av hålkort vid kommunikation med datorer, detta ändrades under andra halvan av 1900-talet. Där användningen av det grafiska användargränssnittet och kommandoradsgränssnitt började ta över. I dag finns det flera olika sorters användargränssnitt till flera olika maskiner och enheter, bland annat touch-gränssnittet som används till alla våra smarttelefon. Touch-gränssnittet ansågs som något lättanvänt och gav möjligheter till andra gränssnitt i detta fält. Ett av dem är det haptiska gränssnittet som ger användaren möjligheten att ändra data direkt i verkligheten, inte digitalt.I denna studie presenterar vi ett påtagligt gränssnitt (tangible interface) i form av ett interaktivt blixtlås. Syftet med denna studie är att använda en teknisk uppfinning med ett så kallat Tangible interface för att samla in data i form av en skala och sedan jämföra den med en numerisk skala representerad på papper. Ett experiment användes vid insamlingen av data, den var baserad på två sorters enkäter, det ena var pappersbaserad, medan den andra var baserad på det interaktiva blixtlåset. Hela experimentet avslutades med en utvärdering. Resultatet från experimentet visade att skillnaderna mellan en numerisk skala i form av papper inte skilde sig åt så mycket från det interaktiva blixtlåset. / User Interfaces are necessary for us when communicating with the machines. Early human-computer interactions were based upon the usage of puncture card to communicate with the computer, that later transformed into Graphical User Interfaces and Command Line Interfaces during the latter half of the 20th century. Today there are a lot of different kinds of interfaces for various types of devices, such as the touch interface for our smartphones. Due to the ease and possibilities of using the touch, further development in this area has been desired. An interface that gives the user the possibility to manipulate data in real life, is called a haptic interface. In this paper an interactive zipper is presented as a tangible interface that is part of the haptic interface. The study focuses on how a technological invention with a tangible interface can be used to gather feedbacks in the form of a numeric scale and how it compares to a numeric scale presented on paper. An experiment based on two questionnaires was used to gather the feedbacks, one was paper-based and the other based upon the interactive zipper, and it ended with an evaluation of the interactive zipper. The results showed that there are not any big differences between the numeric scale presented on paper compared to the interactive zipper.
319

Interactive motorsports broadcasting in a virtual reality environment

Johansson, Marcus January 2019 (has links)
Interactive TV in motorsport, specifically Formula 1, is an established service that has been developed over the last 20 years. Market research reveals trends in broadcasting pointing towards, in the future, sports, in general, will be consumed via VR. Broadcasting interactive TV with VR acting as the medium, however, is an unfamiliar territory where a gap in research exists in interaction design.The purpose of this thesis is to research the viewing habits of inexperienced and experienced viewers of F1 through empirical work that includes literature review, observation and interviews. The insights gathered are then conceptualized through workshops and sketching. These, in turn, helps produce a set of iterated prototypes that are usability tested to extract insights which reveal design recommendations for ergonomics and interface and elements for augmenting the viewing experience the designer should keep in mind when developing for VR broadcasted interactive motorsport TV.
320

User interface design in e-commerce and its impact on consumer trust / Användargränssnittsdesign inom e-handel och dess inverkan på konsumentförtroende

Berg, Karl, Sagandira, Conerlious January 2020 (has links)
E-commerce is at an all-time high and it is growing larger every year. Fore-commerce companies to keep up with the growing market, the question ofconverting a visitor into a customer becomes increasingly relevant. Since onlinepurchases are stretched over an amount of time and not done in person, trust is anespecially crucial factor in these interactions. Current literature shows that navigationand organisation are vital factors when it comes to trust in e-commerce, as such theyserved as the focus for this thesis. The study examined how a progress indicator and hierarchy of the purchase processhave an impact on trust. This was done by having a group of participants interactingwith different prototypes that simulated an e-commerce website, the differencebetween the prototypes being the inclusion and exclusion of a progress bar andadjustments to the hierarchy of the purchase process. The data was gathered usingsemi-structured interviews. Data analysis was accomplished using thematic analysis,the result of the analysis being different themes which represent the positive ornegative impressions that participants had when interacting with the differentprototypes. The study found that there were multiple differences in themes between theprototypes. The discovered themes suggest that there are multiple ways in whichtrust differs between the prototypes. Although this study is not strong enough toprove a connection, it does suggest that perhaps companies should think twicebefore neglecting the organisation and navigation of their purchase process if theirinterest is to convert more sales.

Page generated in 0.0494 seconds