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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.
191

User Experience utvärderingar med stöd av Repertory Grid Technique

Ebbesson, Esbjörn, Grönberg, Tobias January 2008 (has links)
Studiens syfte var att undersöka möjligheterna att använda intervjutekniken Repertory Grid Technique (RGT) som utvärderingsteknik för att utvärdera User Experience (UX) på distans. Detta gjordes genom att de föreställningar som en handledarstödd utvärdering resulterade i jämfördes med det resultat som uppnåddes genom en webbaserad variant av samma utvärdering. Studiens resultat visade på en svårighet för respondenterna i den webbaserade utvärderingen att formulera föreställningar som går att använda för analys av en produkts UX. Diskussionen pekar på en tänkbar lösning i form av förstudier som utförs med en mindre grupp av respondenter för att på detta sätt hjälpa utvärderarna att skapa sig en referensram att använda vid tolkningen av de föreställningar som sedan kan samlas in under en webbaserad utvärdering. Studien syftade även till att jämföra vilka aspekter kopplade till UX som utvärderingarna genererade, samtliga av dessa kopplades till subjektiva eller produktrelaterade aspekter.
192

Instruktionsfilm på smartphones : En studie kring upplevelsen av video via smartphones som inlärningsverktyg för praktiska färdigheter / Videoinstructions on smartphones : A study of the user-experience of video on smartphones as a learning tool for practical knowledge

Klingzell, Linus, Millén, Joakim January 2012 (has links)
This study examined how users interact with a smartphone while in a learning situation based on videos via smartphones as a learning tool, and how this interaction and phenomena is experienced. The five test subject were separately given the same task that they were to solve using video instructions that were picked out and given to them. After finishing the task the subjects were observed while they demonstrated how they completed the task. After the observation the subject were interviewed using semi-structured interviews. The results show that the user experience of this phenomena is based on more pragmatic values than we could find in earlier studies, i.e. simplicity and functionality. We found that people in an older generation, age 50-60, had a more positive experience and view on mobile learning as a whole than what was stated in earlier studies. It also shows that the actual interaction with the smartphone during the task was minimal and only used to solve problems with the interaction such as bad image, bad sound or instructions going to fast. We believe that these results can be used in further studies on user experience and mobile learning and also for the designing of new products.
193

Usability Assessment of a Powered Wheelchair Controller: How Impairments Affect Human Computer Interaction Based Tasks

Horne, Rory Michael January 2015 (has links)
Problem: Designing the user experience is a growing trend in product design; however this trend has not greatly benefited people with impairments and disabilities. There are no practical tools to broadly assist with this issue. There is a need for standardized measures to quantify impairment, a model to predict how designs may perform and a need for data regarding how people with impairments interact with consumer technology. Purpose: To conduct a usability analysis with an industry partner on their powered wheelchair controller using participants with varying impairments. The industry partner was seeking better insight into the benefits of formal user testing. Method: Forty consenting adults were given a score representing their level of impairment using six measures from the International Classification of Functioning (ICF). These measures were identified by the researcher to affect interaction with a device. Performance was measured by time taken to complete tasks, errors made, reported task difficulty and reported controller usability. Results: Performance was reduced in participants with a higher ICF score and age. An ICF score less than or equal to 2 was 117 times more likely to not complete the tasks, greater than or equal to 3 was not able to complete the experiment. Age >50 years took an average 79 seconds longer than <35 years to complete a task and reported greater difficulty, more errors and a lower usability for the controller. Implications: Low to moderate levels of impairment has a significantly negative effect on the usability of common devices. Difficulties were mostly cognitive with participants unable to create an accurate mental model of the system. Participants with lower performance tended to be overly optimistic about their abilities. Mistakes were the greatest source of error followed by lapses and almost no reported or observed slip errors. Original Contribution: The ICF has never been used as a metric for usability testing. This study successfully applied the ICF alongside other measures to prove its validity. Based on the results and current literature the Task Process Model was created to provide a simple and practical way to describe the interaction of people completing a task of basic to moderate complexity.
194

Aesthetic experience & innovation culture : the aesthetic experience in an R&D department through design and for innovation culture

Ocnarescu, Ioana Cristina 16 October 2013 (has links) (PDF)
This thesis, conducted at Alcatel-Lucent Bell Labs France under the supervision of LCPI Laboratory and Strate Collège, explores the concept of aesthetic experiences in an R&D department.One of the current interests of design research explores the concept of User eXperience (UX) and provides frameworks and methods to observe, describe and generate a rich product experience. Other recent studies focus on the aesthetic experience in organizations. Using an Action-Research approach, we extend the knowledge on aesthetic experiences through a new perspective: rather than looking at the users' experience, we framework the experience of multidisciplinary R&D teams through a qualitative and quantitative study. Our experimentation field consists of multidisciplinary projects from the Applications Research Domain (APPRD) - the multidisciplinary department of Alcatel-Lucent Bell Labs. We study the most memorable projects - those that trigger aesthetic experiences in the work experience of research-engineers. Our goal is to understand what is the link between aesthetic experience feelings, design practices and aspects of the innovation culture. Finally, we propose a descriptive framework of aesthetic experience in this context and we show first implications to trigger this type of experience in a multidisciplinary R&D department.
195

Traces of Movement : Exploring physical activity in societal settings

Tobiasson, Helena January 2015 (has links)
How are we moving, or how much physical activities are present in societal settingssuch as eldercare units, schools, universities and offices? This general question was explored using different design-oriented approaches in four cases, with children,elderly, students and office workers. The results unveil a complexity of the problemarea that initially seemed quite straightforward. In many of the explored settings and situations, and for many of the participants, the activities they are engaged with do not include or encourage their abilities for physical movements to any great extent and this is not in line with the extent of movement that they actually desire. Physical activity can be defined as an activity performed through movement that expends energy. Research results from the public health domains and related areas show a major concern for the negative effects related to low levels of physical activity and prolonged sedentary postures found in many of the above-mentioned settings. In general, physical activities of today seem mainly related to sports, and specific activities designed for improving health and well-being. The participants in the four explorative case studies in this thesis demonstrated how they would like their physical activities to be integrated in the everyday activities of the different settings explored and not mainly as a separate activity specifically dedicated for health and well-being. How can knowledge of physical activity inform the design and development of interactive products and systems in these settings? New insights were gained through design-oriented explorations together with the participants inthe different field settings and through analysis of these observations. The results are not only the insights gained through the analysed empirical observations but also include a physical activity-oriented design method called Physical Movement Sketching as well as experiences from using Movement Probes. The experiences from using these two design methods led me to formulate a proposal for a new approach called Movement Acumen Design. This approach applies a socioecological perspective on physical activities. It provides methods and concepts to support the integration of physical activities into everyday activities performed with the support of interactive technology and it argues that physical activity should reclaim a more central role in these situations. Let us design for it to happen! / <p>QC 20150217</p>
196

The Museum Explorer: User Experience Enhancement In A Museum

2014 December 1900 (has links)
A learner in an informal learning environment, such as a museum, encounters various challenges. After initial assessment, a set of methods were proposed that may enhance a learner’s experience in a museum using computer aided technologies. The most important insight was the need to support the museum visitor in three phases of activity: prior to the visit, during the visit, and after the visit. We hypothesized that software tools that could help connect these three phases would be helpful and valuable supports for the visitor. To test and evaluate our hypothesis, a system called “The Museum Explorer” was built and instantiated using the collection in the Museum of Antiquities located at the University of Saskatchewan. An evaluation of the Museum Explorer was conducted. Results show that the Museum Explorer was largely successful in achieving our goals. The Museum Explorer is an integrated solution for visitors in museums across the pre-visit, visit, and post-visit phases. The Museum Explorer was designed to provide a means to connect and transfer user experience across the major phases of a museum visit. For each phase of a visitor’s experience, a set of tools was built that provides intelligent and interactive communication features. To assist visitors selecting artefacts to visit, a recommender system allows users to select a set of constraints. To better manage interactivity, features and functions were offered based on context. A study was conducted with volunteer museum visitors. Results from the study show that the Museum Explorer is a useful support. Analysis of the usage data captured by the Museum Explorer has revealed some interesting facts about users’ preferences in the domain that can be used by future researchers.
197

User-product Interaction In New Product Encounters: Prominence Of User Expertise And Product Properties

Kuleli, Kerem 01 October 2005 (has links) (PDF)
User-product interaction is a multi-dimensional, multi-faceted and multi-modal everyday encounter. This study concentrates on the two most prominent actors of this interaction, namely, the user and the product, whereby user expertise and product innovativeness are given special attention. Prominence of user expertise in new product encounters, especially those with innovative products, is established through the findings of two case studies.
198

Adding Information to Complement a Football Broadcast : Exploring the possibilities of improving the viewer experience of a broadcasted football game with the use of additional information through motion tracking

Olsson, Tom January 2018 (has links)
This thesis aims to explore the possibilities of improving the viewer experience of a broadcasted football game with the use of additional information, applied to the footage with the use of motion tracking. This work was conducted in collaboration with SVT Design. which is the inhouse department of the Swedish television network (SVT) tasked with designing, developing and creating graphical solutions. One of the systems developed by SVT Design is the character generator Caspar CG. Which is an open source CG system used worldwide for broadcasting productions. In the spring of 2018, SVT Design presented the idea of incorporating a motion tracking feature within Caspar CG. This would be a feature which could be used during broadcasted sporting events to provide the viewers with additional information regarding the ongoing event. With the use of motion tracking, the additional information could be presented in a dynamic manner in the sense that the information would follow the motion of the tracked object. This thesis aimed to answer the following three research questions; What type of information could be displayed? When and how could this information be displayed? and lastly, how could the addition of information change the viewer’s experience of the football game? The conclusions aimed to provide SVT Design with a set of guidelines and requirements regarding the design and implementation of the additional information in a manner that would promote a positive viewer experience. The methodology applied for this thesis was a qualitative methodology utilizing research activities such as semi-structured interviews featuring three staff members of SVTs department of sport productions. The observation of two broadcasted football games. Along with two focus groups in which the participants were presented with a prototype developed in Adobe After Effects. Consisting of footage from the 2010 FIFA world cup along with additional information that was applied with the use of motion tracking. Through the analysis of the collected data, several recurring keywords and notions were identified and translated into requirements. The requirements, which was structured around the three research questions. Is for example that the information needs to be player specific and to provide an insight of the potential outcome of the game. Another example of a requirement being that the information is to be displayed when there is a break in action during the game. The result from this thesis indicated that if the specified requirements were met. The additional information applied during the broadcast could provide an improvement of the viewer’s experience of watching the broadcasted football game.
199

Development of an Intuitive Interface Structure for Ergonomic Evaluation Software

Rang-Roslund, Pontus, Munguia Velazquez, Guillermo January 2018 (has links)
During the spring semester of 2018 a product development project has been carried out at the University of Skövde by two Design Engineering Students, Pontus Rang-Roslun, and Guillermo Munguía Velazquez, in cooperation with the project group for Smart Textiles for Sustainable Work Life at the University of Skövde as they are now focusing to develop a web-based software for ergonomists and work leaders/coaches. The aim of the project is to design the interface for the software. The project carried out literature review focused on basic principles of usability, cognition, user interaction, human-computer interaction, user experience and ergonomic evaluation methods. In order to uncover user needs, interviews and observations were performed, and inputs and outputs of the management information were analyzed. Based on the gathered information, concepts were generated and evaluated through formative evaluation. The final iteration brought a flexible and usable interface for ergonomic evaluations / Smart Textiles for Sustainable Work Life
200

Serious gaming as a tool to describe a user-centred design process

Kiunsi, Domina January 2018 (has links)
The design of software products or services with good user experience (UX) requires a good understanding of the people the product is intended for. One of the design processes that places emphasis on the needs of the people is the user-centered design process. This study creates a serious game as a tool to learn the user-centered design process in order to create awareness of user-centered design practices among UX and non-UX practitioners. To accomplish this, design science research methodology is adopted to allow creation of the game by describing the problem, defining the game requirements, designing and developing the game and finally demonstrating and evaluating it. The evaluation of the game was conducted in three main areas, one to assess the content of the game, the second to assess the functionality of the game and the third to assess the learning potential of the game. Based on the results of the evaluation conducted it is revealed that the content presented is adequate and the participants are able gain concepts about the user-centered design activities, the roles involved in such a process and the various UX techniques employed.

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