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  • 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.
821

CMS och UX : tekniker för hur man utformar en god användarupplevelse / CMS and UX : techniques for how to design a good user experience

Sjödin Peterson, Veronica, Prochownik, Natalia January 2015 (has links)
The purpouse of this study is to find out how and if a Content Managment System (CMS) can benefit from applied User Experience Design (UX). A work project has been executed where a client wanted the students to create a user friendly CMS for adding content to a global hotel review site. A prototype of a CMS was created based on literature studies about UX and CMS. The prototype of the user friendly CMS was then tested through user tests and interviews with key users. After input from the key users the prototype was changed until the users were satisfied with it.
822

Voice Assisted Visual Search

Wåhlén, Herje January 2010 (has links)
The amount and variety of visual information presented on electronic displays is ever-increasing. Finding and acquiring relevant information in the most effective manner possible is of course desirable. While there are advantages to presenting a large number of information objects on a screen at the same time, it can also hinder fast detection of objects of interest. One way of addressing that problem is Voice Assisted Visual Search (VAVS). A user supported by VAVS calls out an object of interest and is immediately guided to the object by a highlighting cue. This thesis is an initial study of the VAVS user interface technique. The findings suggest that VAVS is a promising approach, supported by theory and practice. A working prototype shows that locating objects of interest can be sped up significantly, requiring only half the amount of time taken without the use of VAVS, on average. / Voice-Assisted Visual Search
823

Administratörsverktyg för IOT-enheter / Administrator Tool for IOT-Devices

Wahlman, Johan January 2015 (has links)
IoT (Internet of Things) are devices which are usually equipped with different kinds of sensors, these sensor values are then sent to a server where these values are somehow processed. It’s predicted that the usage of IoT devices will increase significantly during the upcoming years.   Microsoft has a service named Azure IoT Hub, which is designed for easy administration of IoT devices, but Azure IoT Hub provides no user interface to administer these IoT devices. The task of this project is to create a user interface for Azure IoT Hub. / IoT (Internet of Things) är enheter som vanligtvis är utrustade med olika slags sensorer, dessa sensorvärden skickas sedan till en server där dessa värden på något sätt bearbetas. Det förutspås att användandet av IoT enheter kommer att öka signifikant under de kommande åren.   Microsoft har en tjänst som heter Azure IoT Hub, vilket är designat för att enkelt administrera IoT enheter, men Azure IoT Hub tillhandahåller inget gränssnitt för att kunna administrera dessa IoT enheter. Uppdraget för detta projekt var därför att skapa ett gränssnitt för Azure IoT Hub.
824

Användbara och säkra mobila banktjänster : en studie med fokus på användaren

Kristoffersson, Caroline, Rix, Tim January 2014 (has links)
Användandet av internet i mobiltelefonen har ökat drastiskt de senaste åren och detta fenomen innebär att människor har tillgång till internet i större utsträckning än förut. De svenska bankerna har tagit tillvara på denna trend genom att utveckla mobila bankapplikationer där de erbjuder sina kunder möjligheten att utföra bankärenden med hjälp av mobiltelefonen. Även om fördelarna med denna tillgång är många, finns det ändå vissa nackdelar. Den mest omtalade nackdelen gällande bankers mobilapplikationer är bristande säkerhet som kan medföra integritetsrisker. Utifrån personliga erfarenheter uppstod funderingar kring området användbarhet och säkerhet för bankers mobilapplikationer och dessa funderingar ligger till grund för vårt arbete. Syftet är att undersöka användbarhet och säkerhet för identifikationsmetoder samt användbarhet för hantering av transaktioner i internetbankers mobilapplikationer ur ett användarperspektiv. För att undersöka dessa områden går vi igenom och tar hjälp av teorier och tidigare forskning och dessutom tillämpar vi ett antal metoder. I slutsatsen har vi utifrån resultaten från vår studie sammanställt riktlinjer för hur en banks mobilapplikation bör utformas för att uppfylla användarnas behov och önskemål. / The use of mobile Internet has increased dramatically in recent years and this phenomenon means that people have access to the Internet to a greater extent than before. Swedish banks have been taking advantage of this trend by developing mobile banking applications where they offer their customers the ability to perform banking transactions using their mobile phone. Although the benefits of this increased access are many, there are still some drawbacks. The most talked about drawback regarding banks’ mobile applications is the lack of security that could lead to privacy risks. Based on personal experience, we had concerns about the area usability and security for mobile banking applications and these thoughts are the basis of our work. Our aim is to examine usability and security of identification methods and the usability of processing transactions in the mobile bank application from a user perspective. To explore these areas we will review and get support from theories and previous research and in addition, we apply a number of methods. In conclusion, we’ve compiled guidelines based on the results of our study of how a bank’s mobile application should be designed to meet user needs and preferences.
825

Communicating Game Feedback through Pictorial Means : A Case Study of the Game Among Ripples

Greip, Martin January 2013 (has links)
This thesis studies how one can convey meaning in games by utilising pictorial feedback alone. With the help of Peircean visual semiotics the signs for the case study Among Ripples are assembled and later analysed in detail. As a subtopic the thesis also explores if it is possible to embed pictorial feedback into the game world instead of having it superimposed. The results showed that it is possible to convey some feedback with pictorial means alone, and that the entry points for understanding are not the same between different people. They look at different cues from the pictorial feedback constructed.
826

Effektiviteti gränssnitt : Mentalamodellers inverkan på klickkostnad

Nesterud, Mårten, Svanlund, Andreas January 2017 (has links)
Efficiency as a   part of usability is a much researched topic. How we design user interfaces   though, is often a matter of convention rather than scientifically validated   patterns. There is however a reason for this; research has shown that users   form clear mental models, or expectations of how an interface should look and   work. Designing with these models in mind should therefore yield efficient   results according to some researchers. This study aimed to test the extent to   which these models affect efficiency through a quantitative quasi-experiment. The experiment   was designed to measure click cost while designing for, or contrary to, the   mental models. This was achieved by adding or subtracting the variables:   placement conventions, saliency, clutter, appearance conventions and help   text to an experimental group and a control group respectively. To ascertain   the impact of these independent variables the click cost in milliseconds has   been recorded in a web questionnaire environment, aggregated and   comparatively analyzed between the groups. The result is a clearer picture of   each variables independent effect on click costs and efficiency. The main   result show a tendency towards higher click costs for badly handled placement   conventions, saliency and appearance conventions, however the differences are   small. In the case of clutter no increase in click cost could be recoded. The   single largest increase in click cost is incurred when help texts are   omitted. / Effektivitet,som en del av användbarhet, är ett väl undersökt område. Hur gränssnittutformas grundar sig oftast i allmänt accepterade normer snarare än påvetenskapliga validerade mönster. Det finns dock en anledning till detta:forskningEffektivitet,som en del av användbarhet, är ett väl undersökt område. Hur gränssnittutformas grundar sig oftast i allmänt accepterade normer snarare än påvetenskapliga validerade mönster. Det finns dock en anledning till detta:forskning visar att användare skapar mentala modeller eller förväntningar på hur ett gränssnitt bör se ut och fungera vid interaktion. Att utforma gränssnitt med dessa modeller i åtanke bör därför, enligt vissa forskare, ge effektiva resultat. Syftet med denna studie var att testa i vilken utsträckning dessa mentala modeller har en inverkan på effektiviteten i gränssnitt genom ett kvantitativt kvasiexperiment. Experimentet utformades för att mäta klickkostnaden i gränssnitt som överensstämmer med, eller strider mot, de mentala modellerna. Detta uppnåddes genom att tillföra eller ta bort variablerna: placeringspraxis, visuellt framträdande, brus, utseendepraxis och hjälptext till en testgrupp och en kontrollgrupp. För att fastställa till vilken grad dessa oberoende variabler påverkar har klickkostnaden i millisekunder uppmätts i ett webenkätsgränssnitt, aggregerats och jämförts mellan grupperna. Resultatet är en tydligare bild av varje variabels grad av påverkan på klickkostnad och effektivitet. Det huvudsakliga resultatet visar på en tendens till högre klickkostnad när placeringspraxis, visuellt framträdande och utseendepraxis frångår normerna. Differenserna är dock små. Vad gäller brus har ingen ökning i klickkostnad kunnat uppmätas. Den enskilt största ökningen i klickkostand sker när hjälptext utelämnas.
827

Synthesis of Conceptual Designs for Sensors

Sarkar, Biplab January 2015 (has links) (PDF)
National Programme on Micro and Smart Materials and Systems (NPMASS) / A computer-aided technique is developed in this thesis to systematically generate concepts for sensors of a wide variety. A database of building blocks, based on physical laws and effects that capture the transduction rules underlying the working principles of sensors, has been developed to synthesize concepts. The proposed method uses the database to first create a concept-space graph and then selects concepts that correspond to paths in the graph. This is in contrast to and more efficient than existing methods, such as, compositional synthesis and graph-grammar synthesis, where solution paths are laid out first and then a concept-space graph is generated. The research also explores an approach for synthesis of concepts for closed-loop sensors, where a quantity is sensed indirectly after nullifying its effect by using negative feedback. These sensors use negative feedback to increase the dynamic range of operation without compromising the sensitivity and resolution. According to the literature, generation of un-interesting solutions is a major drawback of the building block-based synthesis approaches. In the proposed approach, this shortcoming is mitigated substantially by using some rules. For a number of the concepts generated, in the sensor problems attempted, we found that those concepts were already implemented in existing patents; thus emphasising the usefulness of the concepts produced. The synthesis approach proposed new, feasible sensor concepts, thereby indicating its potential as a stimulator for enhancing creativity of designers. Another important problem is to improve the robustness of designs. Robustness can be achieved by minimizing the side effects. Side effects are defined as unwanted effects that affect the intended working of the sensor. The research presents an algorithm that (a) predicts the potential side effects for the synthesized concepts of sensors; (b) aids in quantifying the magnitude of the side effects, thus helping the designer to predict the significant side effects; and (c) suggests ways to improve the robustness of the design.
828

Slag Hauler User Interface Design : Using human-centred design to create a user interface for heavy machinery

Rondahl, Robert, Larsson, Filip January 2017 (has links)
Within the field of heavy machinery, the driver environment and its user interface (UI) has not always been a high priority during product development. This is about to change since the user experience, especially of the driver, becomes more of a selling point. Kiruna Utility Vehicles (Kiruna UV), who manufactures slag haulers for the steel industry, has developed a new driver cabin to meet these future demands. The development has been conducted in collaboration with students at Luleå University of Technology. This master thesis aims to create a basis for the digital user interface of the Kiruna UV SH60 slag hauler. The needs of the users are very important in order to ensure a good user experience. This is why a human-centred design process was chosen for this project. Extensive research has been conducted with the drivers, mechanics, managers and manufacturer of the SH60 slag hauler. Research was conducted through field studies, where interviews, observations and eye tracking were used as the main tools.The slag hauler driver operates the vehicle in two positions, where the need for information differs. When the slag hauler is driven the driver is facing forward and in this position the slag hauler is similar to any other heavy machinery. The UI needs to display for example speed, gear and RPM. When loading or emptying slag pots, the driver turns around to manoeuvre the tipping system. In this position, information about the lockings, support legs and tipping system is the most important.Through brainstorming sessions and ideation workshops with the manufacturer and participants without connection to the slag hauler, ideas on how different types of information can be shown were generated. Ideas regarding layout of the UI were also produced. These ideas were then mapped onto four different concepts that were developed through several iterations. These were then evaluated through a survey study, a usability test and feedback sessions with slag hauler drivers, mechanics and the manufacturer.A final concept was created that accommodates all the information that is needed in order to operate and maintain the slag hauler in a safe and efficient way. That is for example speed, RPM, information about the tipping system and data from the engine, transmission and hydraulic system. The final concept contains the parts of the four previous concepts that proved to work the best in the concept evaluation. The user interface has a modern look that fits into the new driver cabin design. We have shown that the user experience of the driver and service personnel can be improved through the user interface, by adapting it to user needs. We have also shown what benefits can be achieved by using a human-centred design approach within the field of heavy machinery. / I tunga fordon har förarmiljön och dess användargränssnitt ofta varit lågt prioriterad under produktutvecklingen. Detta håller på att förändras då användarupplevelsen, i synnerhet för föraren, blir ett allt viktigare försäljningsargument. Kiruna Utility Vehicles (Kiruna UV), som tillverkar slaggtruckar för stålindustrin, har tagit fram en ny förarhytt för att möta dessa nya krav. Utvecklingen av förarhytten har skett i samarbete med studenter vid Luleå Tekniska Universitet. Detta examensarbete på masternivå har haft som syfte att skapa ett digitalt användargränssnitt för Kiruna UV:s slaggtruck modell SH60.Användarnas behov är viktiga för att kunna säkerställa en bra användarupplevelse. Därför valdes en människocentrerad designprocess för detta projekt. Omfattande användarstudier har genomförts tillsammans med förare, mekaniker, beslutsfattare och tillverkaren av slaggtrucken. Efterforskningarna har utförts i form av en fältstudier där intervjuer, observationer och eye-tracking användes som huvudsakliga verktyg.Slaggtrucksföraren manövrerar slaggtrucken i två olika positioner, där informationsbehovet skiljer sig åt. Vid körning av slaggtrucken är föraren vänd framåt och i detta läge är den ganska lik andra tunga maskiner. Användargränssnittet måste förmedla information om varvtal, hastighet, växel och bränslenivå.Vid lastning eller tömning av slaggdeglar vänder sig föraren om för att manövrera tippsystemet. I detta läge måste gränssnittet förmedla information om lyftarmarnas position, låsningar och stödben.Genom brainstorming och idéskapande workshops med intressenter och deltagare utan erfarenhet av slaggtruckar, skapades idéer om hur information kan presenteras. Även idéer för gränssnittets layout togs fram. Idéerna kopplades sedan till fyra olika koncept som utvecklades i flera iterationer. Dessa utvärderades genom en enkätundersökning, ett användartest samt återkopplingsmöten med slaggtrucksförare, mekaniker och tillverkare. Ett slutligt koncept skapades, som innehåller den information som behövs för att manövrera och underhålla slaggtrucken på ett säkert och effektivt sätt. Exempel på detta är varvtal, hastighet och information om tippsystemet. Konceptet innehåller de delar av de fyra koncepten som visade sig fungera bäst under konceptutvärderingen. Användargränssnittet har ett modernt utseende som passar in i den nya förarhytten. Vi har visat att användarupplevelsen för förare och servicepersonal kan förbättras genom att anpassa gränssnittet efter deras behov. Vi har också visat vilka fördelar som finns med att använda en människocentrerad designprocess för produktutveckling av tunga maskiner.
829

Analýza frameworků pro vývoj multiplatformních mobilních aplikací využívající HTML technologie / Analysis framework for developing cross-platform mobile applications using HTML technology.

Voldřich, Martin January 2014 (has links)
The aim of the master thesis is to assess frameworks that are used for development of multiplatform cell phone applications supported by HTML technology. The theoretical part is focused to current market analysis, mobile access issues and the issue of difficulties in specific cases of their application. Analysis is followed by choice of evaluation criteria for setting the most appropriate architecture. Selected evaluation criteria will be used as a tool for detecting of the optimal technology's possibility, which is the most appropriate possibility for development of basic cell phones applications. The practical part is focused to choosing of new evaluation criteria, which helps to create specific questionnaire research. The confirmation or refuse of the hypothesis set up the level of criteria's severity. Based on criteria there will be selected and analysed six of the most used hybrid frameworks. Two of the frameworks with the highest ratings will be tested by real basic cell phone application. The conclusion of the thesis will be follow up by tested frameworks. The frameworks will be described and measured by the author's development experiences.
830

Moderní Java frameworky pro front-end webových aplikací / Modern Java frameworks for front-end of web applications

Jahoda, Lukáš January 2013 (has links)
The aim of this thesis is the analysis of selected frameworks for the development of modern web applications on the Java platform focusing on the front-end. The work is complemented by well-chosen source code examples that help the reader to create one's own view of the frameworks and it can also server as a tutorial. Introductory section focuses on the trends of modern web applications, especially on the front-end. It affects themes such as support for mobile devices, AJAX or responsive design of user interface. There are also introduced the latest technology on the front-end including HTML5, CSS3, jQuery library and dynamic language LESS whose main objective is the simplification, shortening and making cascading style sheets more dynamic. The output of this section: General LESS template is freely available and it can be applied to emerging projects. For the analysis there has been created static registration form on which there are applied frameworks Apache Wicket and Spring MVC with template engine Freemarker. In terms of analysis were chosen following points: the basic structure of the project, the application of static templates, external JavaScript / jQuery library, internalization, application of the form, submitting the form and validation of the input fields. The points were discussed in detail, especially in terms of implementation of both analysed frameworks. The outputs of the analysis are freely available structures of the projects and both of the resulting applications.

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