• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 427
  • 128
  • 105
  • 69
  • 32
  • 23
  • 15
  • 11
  • 10
  • 10
  • 8
  • 7
  • 7
  • 5
  • 4
  • Tagged with
  • 958
  • 958
  • 335
  • 334
  • 240
  • 198
  • 175
  • 166
  • 149
  • 142
  • 137
  • 111
  • 110
  • 104
  • 101
  • 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.
771

Exploring the Impact of Dynamic Design Elements on User Experience in Digital Interfaces : Understanding the Role of Dynamic Elements

Al-Hufah Al-Otaibi, Abdulmalek, Kiaee, Kiarash January 2024 (has links)
This study seeks to investigate the subtle impact that dynamic design elements in web interfaces have on users, particularly on users' decision-making and engagement. In contrast to most current research efforts, which predominantly address mobile applications, the current study aims to direct the focus on web-based environments to reveal special behavioral responses evoked by dynamic design features. The study adopts a comprehensive mixed-methods approach that encompasses qualitative and quantitative data collection techniques. This includes A/B testing on the prototypes of web interfaces, which provides the base for measuring engagement objectively from users. A very salient point here is that animations increase user retention by 30%, which shows that well-applied dynamic elements can advance the stickiness and interaction users would have with a digital platform. On the other hand, the thesis also mentions the risks related to such design elements, like the ability to cause cognitive overload and distraction in case of non-judicious use of these elements. Through the account of user behavioral analysis in response to various implementations, the research provides useful insights to web designers and developers about how to use animations and transitions judiciously for navigational intuitiveness and responsiveness without hampering web interface usability. The present research also adds to theories for UX and user interface design (UID) by promoting the balanced integration of dynamic design elements. What was brought to the forefront was that research to understand the specific impacts of these elements can lead to more effective digital environments, tailored to foster user engagement that could support efficient processes of decision making. This thesis not only fills the academic gap related to digital interaction but also provides a practical guideline for the improvement of web interface design given user behavior and technology.
772

Streamlining Field Operations Through Interface Design : Redesigning Evado Mobile Flow for Enhanced Usability and Efficiency

Andersson, Hanna January 2024 (has links)
In today's digital age, efficient field operations are crucial for success across various industries. However, usability challenges are often overlooked in favour of functionality, hindering seamless task execution in the field. Evado, a company specialising in software solutions for field workers, offers the Evado Mobile Flow application to help streamline their operations. Yet, as demands evolve and complexities increase, usability shortcomings become increasingly apparent. Therefore, this master's thesis aims to optimise field operations by redesigning Evado Mobile Flow to enhance usability and efficiency. Critical usability challenges within the current interface are identified, such as usage difficulties for new users, followed by a comprehensive redesign process using the double diamond design approach. The methodology encompasses discovery, definition, development, and delivery phases, ensuring an effective outcome. The project started with the discovery and define phases, focusing on understanding user needs and interface limitations. Various techniques, including literature review, benchmarking, navigation flowchart, interviews, observations, hierarchical task analysis, and personas, provided valuable insights into the interface and user understanding, which helped to understand the existing problems. Next up was the development and delivery phase, which employed ideation methods such as braindrawing and scampering to generate a broad range of improvements and ideas. These were evaluated through a Pugh matrix and refined through iterative prototyping. The winning design proposal then underwent usability tests, focusing on task completion rates, clicks, user satisfaction, and potential improvements. The initial round of testing on the first prototype prompted a redesign, addressing newly identified usability challenges and introducing new functionalities aligned with evolving user needs. After a redesign, the final design underwent a second usability test and a system usability scale, yielding a usability score of 88.8 and recommendations for future iterations. Recommendations for future work and iterations include exploring the redesigned interface's long-term impacts on field operations and opportunities for further enhancement. This thesis emphasises the importance of user-centred design in developing effective digital solutions and provides a framework for similar endeavours in mobile interface design. / I dagens digitala ålder är effektiva fältoperationer avgörande när det gäller framgång inom olika industrier. Trots det förbises användbarhetsutmaningar ofta till förmån för funktionalitet, vilket förhindrar effektivt utförande av uppgifter i fältet. Evado, ett företag specialiserat på programvarulösningar för fältarbetare, erbjuder applikationen Evado Mobile Flow för att hjälpa till att effektivisera denna typ av verksamhet. Ändå, i takt med att kraven utvecklas och komplexiteten ökar, blir bristerna i applikationens användbarhet alltmer uppenbara. Därför syftar detta examensarbete till att optimera fältoperationer genom att omforma Evado Mobile Flow för att förbättra användbarheten och effektiviteten. Kritiska användbarhetsutmaningar inom den nuvarande gränssnittet har identifierats, som svårigheter att använda gränssnittet som en ny användare, och följts upp med hjälp av en omfattande designprocess. Vilket har skett med hjälp av double diamond design processen. Metoden omfattar de olika faserna av upptäck, definiera, utveckla och leverera, vilket säkerställer ett effektivt resultat. Projektet inleddes med faserna upptäck och definiera, vilka fokuserade på att förstå användarnas behov och gränssnittets begränsningar. Olika tekniker, inklusive litteraturundersökning, benchmarking, navigationsflödesschema, intervjuer, observationer, hierarkisk uppgiftsanalys och personas, gav värdefulla insikter i gränssnitt- och användarförståelse, vilket hjälpte till att förstå de befintliga problemen. Nästa steg var utvecklings- och leveransfasen, som använde idégenererings metoder som braindrawing och scamper för att generera ett brett utbud av förbättringar och idéer. Dessa utvärderades genom en Pugh-matris och förfinades genom iterativa prototyper. Det vinnande designförslaget genomgick sedan användbarhetstester, med fokus på godkänt genomförande, klick, användarnöjdhet och potentiella förbättringar. Den initiala omgången av testning som skedde på den första prototypen ledde till en iteration i designen, vilket adresserade nya identifierade användbarhets-utmaningar och introducerade nya potentiella funktioner som kan anpassas till användarnas behov. Efter denna iteration genomgick den slutliga designen ett andra användbarhetstest samt metoden system usability scale, vilket resulterade i ett betyg på användbarheten, på 88.8 poäng och nya rekommendationer för framtida iterationer. Rekommendationer för framtida arbete och iteration på denna applikation kan vara att utforska det omformade gränssnittets långsiktiga påverkan på fältoperationer och möjligheter till ytterligare förbättringar. Detta examensarbete betonar även på vikten av användarcentrerad design i utvecklingen av effektiva digitala lösningar och tillhandahåller därmed en ram för liknande utveckling inom mobilgränssnittsdesign.
773

Exploring the effectiveness of 3D file browsing techniques for file searching tasks

Leal, Anamary 01 January 2009 (has links)
Based on an analysis of the existing literature, we extracted important features regarding 3D file organization and layout. In this way, three separate 3D file browsing techniques were evaluated in a comparison study. Block3D uses a priority weighting scheme to elevate and display files in a grid-based structure. Cluster3D uses sets of animated racks to display files. TreeCubePlus3D visualizes files and directories using groups of semi-transparent cubes within a larger cube-like structure. Across all techniques, each file was represented as a thumbnail image of the file's image, document or document with pictures data. The thumbnails were also augmented with meta-information such as filename and relevancy information to simulate a realistic search. Our experiment explores the effectiveness of each 3D file browsing technique in a manual file searching task. Our evaluation is based on task completion time and a post-questionnaire used to gather subjective feedback on each technique in terms of user preference. The results indicate that users completed the manual file search task significantly faster using Block3D than both TreeCubePlus3D and Cluster3D. Subjective ranking also showed users preferred the Block3D technique.
774

Interacting with Intelligent Personal Assistants : Blending Voice and Chat Interaction to Improve Learnability

Gustafsson, Viktor January 2017 (has links)
The largest software companies in the world are racing to develop their Intelligent Personal Assistants. Each with more and more capabilities and ways for users to access them. The different assistants have different capabilities and one of the ways the companies are differentiating is in the interaction techniques their assistants that are controlled with, most uses voice, and some uses text. This thesis walks through these interaction techniques, give a brief overview of intelligent personal assistants today and explores how learnability differentiate when using these interaction techniques. The thesis also investigates when users have access to multiple interaction techniques to use in combination when interacting with such an assistant. To evaluate the field, a literature study was conducted covering Intelligent Personal Assistants, interaction techniques, conversational user interfaces, modalities, multimodal interaction, voice and chat interfaces. Interviews with early adopters of Intelligent Personal Assistants was performed to better understand the current state of the technology and how users were using it. To evaluate the learnability differences in different interaction techniques, a series of user tests in a wizard-of-oz setup was conducted. In the user tests the different groups was using different interaction techniques to interact with their assistants. The main findings of the user tests was that there are indications to that the type of language used differs depending on the interaction techniques. Users who interact through voice is more prone to use a more natural language, while users using a chat interface quickly started to treat the interactions with the Intelligent Personal Assistant as commands. The result observed was that users who interacted with the assistant using chat and then switched to interacting through voice used a shorter, more command-like language when they interacted through voice as well.
775

A LONG-DISTANCE RELATIONSHIP : RECONNECTING HOTELS WITH THEIR GUESTS VIA INTUITIVE DESIGN

Wu, Naomi January 2018 (has links)
Currently for travel planning, guests will research via hotel websites while still preferring to book through third-party sites, which leads to a disconnect between hotels and their guests. A chat widget artifact that is added onto the hotel’s website and linked through messaging applications was created by a start-up company, Bookboost, to bridge this gap. The current intuitiveness of the artifact and future improvements that may increase intuitiveness was investigated through a case study of user and expert analysis. 10 participants – 5 hotel staff users and 5 guest users – were sampled at hotel lobbies via systematic sampling and non-random sampling. Participants ranged in age from 18 to 65 years old, with 30% being millennials. Task analysis, an interview, and a questionnaire were used for user analysis. The researcher acted as an evaluator and examined the artifact for flaws and possible improvements using activity theory’s human-artifact model (HAM). Analyses suggest that current intuitiveness is fairly high, but there is room for improvement. There seems to be a difference between millennials and non-millennials, especially regarding the amount of time taken and preference for the artifact (versus more familiar methods for communicating with others). Interest and comfort in technology usage was a factor in intuitiveness. Generally, those more comfortable with technology had higher zone of proximal development (ZPD) scores. Improvements have been suggested that may increase artifact intuitiveness, although this was not tested due to the scope of the study. Future research can continue to examine if the suggested improvements have indeed increased intuitiveness in the artifact for users of all ages. / Vid reseplanering brukar gäster ofta undersöka hotellwebbplatser men sedan ändå föredra att boka via tredjepartssidor, vilket leder till en klyfta mellan hotellen och deras gäster. För att överbrygga detta gap har startupföretaget Bookboost skapat en chattwidget (artefakt) som läggs till på hotellets webbplats och länkas till användarnas chattappar. Denna artefakts nuvarande intuitivitet och möjlighet till framtida intuitivitetsförbättringar undersöks genom en fallstudie av upplevelsen hos både experter och vanliga användare. 10 deltagare – 5 hotellmedarbetare och 5 gäster – rekryterades via förfrågan i hotellfoajéer utifrån ett systematiskt urval och icke-slumpmässigt urval. Deltagarna varierade i ålder från 18 till 65 år, med 30% inom milleniegenerationen. Uppgiftsanalys, intervju, och frågeformulär tillämpades i användaranalysen. Forskaren fungerade som utvärderare och undersökte artefaktens brister och möjliga förbättringar med hjälp av aktivitetsteorins human-artifact model (HAM). Analyserna tyder på att dagens intuitivitet är ganska hög, men att det finns utrymme för förbättringar. Det verkar finnas en generationsskillnad mellan äldre och yngre användare, särskilt när det gäller tidsåtgången och preferensen för artefakten (jämfört med mer välbekanta kommunikationsmetoder). Intresset för och komforten med teknologianvändning var en faktor i intuiviteten. I allmänhet uppnådde de som var mer bekväma med teknik en högre poäng i zonen för proximal utveckling (ZPD). Förbättringar som kan öka intuitiviteten för artefakten föreslås, även om prövandet av dessa inte ryms inom ramen för denna studie. Framtida forskning kan undersöka om de föreslagna förbättringarna verkligen ökar artefaktens intuitivitet för användare i alla åldrar.
776

Development of evaluation method for visual design with multivariate statistical techniques / Ανάπτυξη μεθόδου αξιολόγησης του σχεδιασμού διεπιφάνειας χρήστη με πολυπαραμετρικές στατιστικές τεχνικές

Παπαχρήστος, Ελευθέριος 14 October 2013 (has links)
The main goal of this thesis is to propose an evaluation method for visual interface design and more specifically for website design. The proposed visual design evaluation method is an adaptation of Preference Mapping (PM) techniques. It is based on overall preference ratings after multiple comparisons of alternative designs and on various multivariate statistical techniques for the analysis, visualization and interpretation of the resulting data. The suitability of the approach for visual interface design evaluation has been explored in four case studies involving overall 149 participants judging 51 websites. In each case study a different website domain was explored in order to examine whether the importance of certain design characteristics is context specific. Heterogeneity in preferences and perceptions was also studied showing that average construct scores are only representative for subsections of the participant sample. In order to aid the preference interpretation process additional data about study websites have been collected from three distinct sources: a) Subjective construct ratings provided by the participants after preference evaluation b) Descriptive attribute ratings obtained from trained expert panel on the same websites c) Objective measures of visual characteristics of the websites In each case study the potential of these types of measurements to explain preference variance has been investigated individually and in combination. The results showed that depending on the characteristics of each case study varying combinations of these types of data had the best explanatory power. A variety of methods (e.g. Internal and External PM) and statistical techniques (e.g. Principal Component Analysis (PCA), Generalized Procrustes Analysis (GPA) and Partial Least Squares (PLS)) have been used in order to summarize and visualize participant preference data of all case studies. In general, the method proposed in this thesis has several advantages over other visual design evaluation methods as for example use of standardized questionnaires. The method is flexible and can be used in various stages of design development but most importantly it allows for the identification of important visual design characteristics without ignoring the diversity that exist both among users and among website domains. These advantages have been demonstrated in the visual design evaluation studies presented in this thesis involving websites from four distinct domains. / Ο στόχος της παρούσας διατριβής είναι η πρόταση και ανάπτυξη μεθόδου αξιολόγησης διεπιφανειών χρήστη που θα λαμβάνει υπόψη τόσο τα αντικειμενικά χαρακτηριστικά σχεδιασμού, όσο και την υποκειμενική διάσταση που διέπει αξιολογήσεις με επίκεντρο τον χρήστη. Για την επίτευξη του στόχου αυτού αναπτύχθηκε μέθοδος αξιολόγησης, η οποία βασίζεται στην συγκριτική αξιολόγηση εναλλακτικών σχεδιασμών κατά την φάση συλλογής δεδομένων και στην χαρτογράφηση προτίμησης κατά την φάση ανάλυσης αποτελεσμάτων. Για την διερεύνηση της καταλληλότητας της προτεινόμενης μεθόδου αξιολόγησης, διεξήχθησαν τέσσερις μελέτες περίπτωσης κατά τις οποίες αξιολογήθηκαν συνολικά 51 ιστοσελίδες από 149 αξιολογητές. Κάθε μελέτη περίπτωσης διερευνούσε διαφορετική κατηγορία ιστοσελίδων και διαφορετικά σενάρια χρήσης της μεθόδου (π.χ. φάση προδιαγραφών, αξιολόγηση πρωτοτύπων κ.α.), έτσι ώστε να αξιολογηθεί η δυνατότητα της μεθόδου να εφαρμοστεί σε διαφορετικές συνθήκες. Σημαντικό πλεονέκτημα της προτεινόμενης μεθόδου είναι η δυνατότητα αναγνώρισης ετερογένειας απόψεων του δείγματος, η οποία σε άλλες μεθόδους αξιολόγησης θεωρείται θόρυβος στα δεδομένα και παραβλέπεται. Τα αποτελέσματα των αξιολογήσεων αναδεικνύουν σημαντική ετερογένεια αλλά και σχετική συμφωνία στις προτιμήσεις και αντιλήψεις των συμμετεχόντων. Με στόχο την ερμηνεία των αποτελεσμάτων από τα πειράματα αξιολόγησης διερευνήθηκαν τρεις πηγές δεδομένων πέρα από τις ταξινομήσεις προτίμησης από τους συμμετέχοντες σε όλες τις μελέτες περίπτωσης: α) αξιολογήσεις βάσει υποκειμενικών χαρακτηριστικών από τους ίδιους τους συμμετέχοντες που ταξινόμησαν τις ιστοσελίδες με βάση την προτίμηση τους β) αξιολογήσεις περιγραφικών και αντικειμενικών σχεδιαστικών χαρακτηριστικών από ομάδα εκπαιδευμένων εμπειρογνωμόνων γ) Αντικειμενικές μετρήσεις σχεδιαστικών χαρακτηριστικών με αυτόματα και ημιαυτόματα εργαλεία αναγνώρισης εικόνας Η δυνατότητα να ερμηνευτούν οι προτιμήσεις των χρηστών με την βοήθεια αυτών των πηγών δεδομένων, διερευνήθηκε ξεχωριστά αλλά και σε συνδυασμό σε κάθε μελέτη περίπτωσης. Στόχος ήταν να αποτιμηθεί η δυνατότητα συσχέτισης δεδομένων που διακατέχονται από διαφορετικά επίπεδα υποκειμενισμού με τις προτιμήσεις των συμμετεχόντων. Ιδανικά, θα αρκούσαν αντικειμενικές μετρήσεις και δεν θα επιβαρύνονταν οι χρήστες με επιπλέον βαθμολογήσεις των διεπιφανειών. Τα αποτελέσματα όμως έδειξαν ότι ένας συνδυασμός αντικειμενικών και υποκειμενικών χαρακτηριστικών ήταν ο βέλτιστος για την επιτυχή ερμηνεία των προτιμήσεων των χρηστών. Η μέθοδος αξιολόγησης που προτείνεται στα πλαίσια αυτής της διατριβής παρουσιάζει συγκριτικά πλεονεκτήματα σε σχέση με την χρήση τυποποιημένων ερωτηματολόγιων που είναι η επικρατέστερη μέθοδος στον χώρο της επικοινωνίας ανθρώπου υπολογιστή. Τα πλεονεκτήματα αυτά σχετίζονται κυρίως με την ευελιξία της μεθόδου και γίνονται εμφανή στις μελέτες αξιολόγησης που διεξήχθησαν με στόχο την εφαρμογή της μεθόδου για την αξιολόγηση ιστοσελίδων που ανήκουν σε τέσσερα διαφορετικά πεδία εφαρμογής.
777

Hipertexto e Groupware: diretrizes para a criação da rede virtual de aprendizagem PPGCI.NET do Programa de Pós-Graduação em Ciência da Informação-UFPB

Leandro, Heloísa Cristina da Silva 15 July 2010 (has links)
Made available in DSpace on 2015-04-16T15:23:49Z (GMT). No. of bitstreams: 1 arquivototal.pdf: 1329050 bytes, checksum: 3d1d6e7fc6769d052a7e3538858c2e6f (MD5) Previous issue date: 2010-07-15 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / The need for information organization imposed by the increasing informational bulk rouses treatment measures by professionals among the most diverse information systems, such as archives, libraries, documentation centers, museums, and others. In society, nowadays, the exarcebated volume of the connective input of social, cultural, economic and technological wealth, which refers to information, requires that countries promote measures that go far beyond the physical space found in such systems so as to get into the virtual world. Intellectual technologies, then, come into action as a solution concerning the increasing informational flow, among them, the digital hypertext as a technology for the organization, management as well as communication of informational blocks; and groupware blog, chat and discussion lists as those ones capable of stimulating users to both individual and collective intelligence in the context of virtual learning nets. The overall aim is directed to the analysis of the digital hypertext as a technology targeted on information management and organization in the perspective of information communication. The specific ones cover the creation of a study group involving professors, researchers and Master students on areas like Management, Computer Science and Information Science, with the purpose of discussing interdisciplinary relations; the elaboration of guidelines for the production of the Virtual Learning Net's prototype PPGCI.NET, of the Postgraduate Program on Information Science/UFPB, by means of the relation digital hypertext -groupware blog, chat and discussion list; and the investigation into digital hypertext in the perspective of organization and management for information communication as regards to the guidelines for the development of the Virtual Learning Net PPGCI.NET. The methodological features as to method types, research, objective, gathering procedures and data nature correspond, respectively, to the following ones: research-action method, practical research or research-action, participant research, exploratory research and qualitative one. The substantiated plurality of theoretical voices - throughout the research - also includes the methodological analysis of the Hypertextus Study Group's discussions, of the students' - the ones who are representative of the Postgraduate Program on Information Science/UFPB, and of the volunteered participation of an Information Science professional. The aspects, described above, represent only some links of such an untiring web of investigation called hypertext. / A necessidade de organizar a informação imposta pela crescente massa informacional impulsiona medidas de tratamento pelos profissionais nos mais variados sistemas de informação, como arquivos, bibliotecas, centros de documentação, museus, etc. Na sociedade atual, o volume exacerbado do insumo conector de riqueza cultural, econômica, social e tecnológica que é a informação, exige que países promovam medidas que vão além do espaço físico encontrado nesses sistemas para adentrarem no mundo virtual. As tecnologias intelectuais entram em cena como uma solução diante do crescente fluxo informacional, entre elas o hipertexto digital como uma tecnologia para a organização, gestão e comunicação de blocos informacionais, e os groupware blog, chat e lista de discussão como aqueles capazes de estimular nos usuários as inteligências individual e coletiva no contexto das redes virtuais de aprendizagem. O objetivo geral refere-se à análise do hipertexto digital como uma tecnologia intelectual voltada para a gestão e organização da informação na perspectiva da comunicação da informação. Já os específicos abrangem a criação de um grupo de estudo envolvendo professores, pesquisadores e mestrandos das áreas de Administração, Ciência da Computação e Ciência da Informação, com a finalidade de discutirmos as relações interdisciplinares; a elaboração de diretrizes para a criação do protótipo da Rede Virtual de Aprendizagem PPGCI.NET, do Programa de Pós-Graduação em Ciência da Informação/UFPB, a partir da relação hipertexto digital groupware blog, chat e lista de discussão; e a investigação do hipertexto digital na perspectiva da organização e gestão para a comunicação da informação no que diz respeito às diretrizes para a criação da Rede Virtual de Aprendizagem PPGCI.NET. As caracterizações metodológicas quanto aos tipos de método, pesquisa, objetivo, procedimentos de coleta e natureza dos dados correspondem, respectivamente, aos seguintes: método pesquisa-ação, pesquisa prática ou pesquisa-ação, exploratória, pesquisa participativa, e qualitativa. A pluralidade de vozes teóricas fundamentada no decorrer da pesquisa também engloba a análise metodológica das discussões do Grupo de Estudo Hipertextus, dos discentes representantes do Programa de Pós- Graduação em Ciência da Informação/UFPB e da participação voluntária de um profissional da área Ciência da Computação. Os pontos delineados acima representam apenas alguns links desta insaciável teia de investigação chamada hipertexto.
778

Designing experiences for virtual reality, in virtual reality : A design process evaluation / Att designa upplevelser för Virtual Reality, i Virtual Reality : En utvärdering av designprocessen

Bergvik, David January 2017 (has links)
Creating immersive experiences for virtual reality (VR) presents new design opportunities and challenges that do not appear when creating experiences on a screen. Creating prototypes and exploring concepts in VR is today limited to professionals with previous knowledge in 3D application development, and testing 3D experiences requires the usage of an Head-Mounted Display (HMD), which forces professionals to switch medium from the computer to an HMD. With new advances in this field, there have to be new solutions to these challenges. The goal of this thesis is to explore how VR technology can be utilized in the experience design process for VR. This is achieved through a literature study and conducting expert interviews, followed by a hardware evaluation of different HMDs and concept creation using rapid prototyping. From the interviews, a number of issues could be identified that correlates with the research from the literature study. Based on these findings, two phases were identified as suitable for further improvements; Concept prototyping and testing/tweaking of a created experience. Lo-fi and hi-fi prototypes of a virtual design tool were developed for HTC Vive and Google Daydream, which were selected based on the hardware evaluation. The prototypes are designed and developed, then tested using a Wizard of Oz approach. The purpose of the prototypes is to solve some of the issues when designing immersive experiences for HMDs in the suitable experience design phases that were identified by analyzing the interview results. An interactive testing suite for HTC Vive was developed for testing and evaluation of the final prototype, to verify the validity of the concept. Using Virtual Reality as a medium for designing virtual experiences is a promising way of solving current issues within this technological field that are identified in this thesis. Tools for object creation and manipulation will aid professionals when exploring new concepts as well as editing and testing existing immersive experiences. Furthermore, using a Wizard of Oz approach to test VR prototypes significantly improves the prototype quality without compromising the user experience in this medium.
779

Gränssnitt för AOD-simulator / Interface for an AOD Simulator

Eriksson, Johan January 2016 (has links)
Att kunna simulera en AOD-process (Argon, OxygenandDecarburization) är i dagsläget möjligt med hjälp av en programvara. En sådan programvara används till utbildning och forskning för utveckling av rostfritt stål.   Kobolde & Partners AB är ett företag som äger en sådan programvara. I detta projekt byggs programmet ut för att ge användare möjlighet att simulera en AOD-process med osäkerhet i mätdata. Genom detta kan forskare få ökad förståelse hur processens mätresultat skiljer sig med osäkerhet i mätdata. / : Being able to simulate an AOD process (Argon, Oxygen andDecarburization) is possible nowadays with help of software. This kind ofsoftware is used for education andresearch for development of stainless steel.   Kobolde & Partners AB is a company that owns this kind of software. This project will further develop this software to enable users to simulate an AOD process with uncertainty in measurement. This allows scientist to get more knowledge how a process measurement results
780

Entwicklung von Modell-zu-Modell-Transformationen für Benutzungsschnittstellen in der Domäne der Industriellen Automatisierungstechnik / Development of Model-to-Model Transformations for User Interfaces in the Domain of Industrial Automation

Freund, Matthias 09 October 2017 (has links) (PDF)
Benutzungsschnittstellen (UIs) dienen in der Domäne der industriellen Automatisierungstechnik der Bedienung und Beobachtung technischer Prozesse. Das sogenannte Model-based User Interface Development (MBUID) stellt ein vielversprechendes Konzept zur automatischen Erzeugung solcher UIs dar. Allerdings erfordert die Umsetzung dieses Konzeptes für einen spezifischen Anwendungsfall jeweils die Entwicklung einer oder mehrerer Modell-zu-Modell-Transformationen (M2M). Hierbei handelt es sich unter Verwendung aktueller Ansätze für Transformations-Frameworks um einen aufwändigen, fehleranfälligen und daher kostenintensiven Prozess. Dies gilt vor allem für Entwickler ohne tiefgreifendes Wissen über modellbasierte Technologien und kann unter Umständen sogar die durch die MBUID propagierten Vorteile aufwiegen. Zur Erleichterung des Prozesses der Entwicklung von Modelltransformationen schlägt diese Arbeit eine spezielle Methodik sowie deren prototypische Implementierung in Form des PAMTraM-Frameworks vor. Die Methodik greift dabei die speziellen Rahmenbedingungen bei der UI-Entwicklung in der Domäne der industriellen Automatisierungstechnik auf und basiert auf drei Hauptkonzepten: Die Basis stellt die Konfiguration von M2M-Transformationen in mehrdeutigen, bedingten Abbildungsmodellen dar. Diese Abbildungsmodelle beschreiben dabei lediglich Zuordnungen zwischen Elementen der Quell- und Ziel-UI-Beschreibungssprache einer durchzuführenden Transformation. Im Gegensatz zu existierenden Ansätzen erlaubt die entwickelte Methodik die explizite Berücksichtigung mehrdeutiger Abbildungen, die in der Domäne der UI-Entwicklung häufig auftreten. Darüber hinaus können explizite Kontextbedingungen formuliert werden, die die Notwendigkeit der Anpassung bzw. Neu-Erstellung eines Abbildungsmodells bei Vorliegen eines geänderten Nutzungskontextes (z.B. einer neuen Hardware-Plattform) verhindern. Konkrete Transformationen für ein oder mehrere Quell- und Kontextmodelle können anschließend auf Basis eines konfigurierten Abbildungsmodells durchgeführt werden. Hierzu wird ein spezieller generischer Transformations-Algorithmus vorgestellt. Dieser ist in der Lage, basierend auf einer selbstständigen Analyse der Ziel-UI-Beschreibungssprache auch unvollständige Abbildungsmodelle auszuführen. Hierdurch muss der Entwickler eines Abbildungsmodells weniger Informationen in dieses integrieren. Allerdings führt dieses Vorgehen auch dazu, dass im Rahmen der Durchführung einer Transformation an verschiedenen Stellen Mehrdeutigkeiten auftreten können. Zur Auflösung dieser Mehrdeutigkeiten stellt diese Arbeit unterschiedliche Strategien wie z.B. die Konsultation des Nutzers vor. Das dritte Hauptkonzept wird durch zwei Ansätze für sog. Higher-Order Transformations gebildet. Diese ermöglichen die teilweise semi-automatische Erstellung bzw. Vervollständigung von Abbildungsmodellen u.a. im Rahmen iterativer Entwicklungsprozesse. Dadurch wird die Entwicklung von Abbildungsmodellen weiter vereinfacht und die während einer Transformation auftretenden Mehrdeutigkeiten können schrittweise soweit notwendig reduziert werden. Ein Nachweis über die Funktionalität der entwickelten Methodik sowie deren prototypischer Implementierung erfolgt zum einen anhand repräsentativer Fallstudien aus der betrachteten Domäne und zum anderen auf Basis einer Analyse hinsichtlich allgemeiner Kriterien zur Bewertung von Transformations-Frameworks. Eine abschließende Bewertung zeigt, dass die entwickelte Methodik die speziellen Anforderungen in Bezug auf die UI-Entwicklung in der Domäne der industriellen Automatisierungstechnik erfüllt und zur Vereinfachung der Entwicklung von Modelltransformationen geeignet ist. / User Interfaces (UIs) in the domain of industrial automation serve the operation and monitoring of technical processes. The Model-based User Interface Development (MBUID) represents a promising concept for the automatic generation of such UIs. However, the realization of this concept for a specific use case requires the development of one or multiple model-to-model (M2M) transformations. Using existing transformation frameworks, this represents a complex, error-prone, and thus costly task. This applies especially to developers without deep knowledge of model-based technologies and can in some circumstances even cancel out the advantages promised by MBUID. In order to simplify the process of developing model transformations, this thesis proposes a specific methodology as well as its prototypic implementation by means of the PAMTraM framework. This methodology addresses the special underlying conditions of UI development in the domain of industrial automation and is based on three main concepts: The basis is formed by the configuration of M2M transformations in ambiguous, conditional mapping models. These only capture mappings between elements of the source and the target UI modeling language of a transformation. In contrast to existing approaches, the developed methodology explicitly takes into account the possibility for ambiguous mappings that are common in the domain of UI development. Furthermore, developers can specify explicit context conditions that prevent the necessity of a modification or redevelopment of a mapping model in case of a changed context of use (e.g. a new hardware platform). Individual transformations for one or multiple source and context models can be executed based on a configured mapping model. Therefore, a special generic transformation algorithm is presented. By autonomously analyzing the target UI modeling language, this algorithm is even capable of executing incomplete mapping models. As a result of this, the developer has to integrate less information in the mapping model. However, due to this approach, ambiguities may occur at various points during the course of a transformation. In order to be able to resolve these ambiguities, various strategies like the consultation of the user are presented in this thesis. The third main concept is formed by two approaches for higher-order transformations that allow the partial semi-automatic generation resp. completion of mapping models among others in the context of iterative development processes. This further simplifies the development of mapping models and allows for the step-wise reduction of occurring ambiguities as far as necessary. Representative case studies from the considered domain as well as an analysis with regard to general criteria for the assessment of transformation frameworks prove the functionality of the proposed methodology and its prototypical implementation. A concluding evaluation shows that the developed methodology satisfies the specific requirements concerning UI development in the domain of industrial automation and is suited to simplify the development of model transformations.

Page generated in 0.2221 seconds