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Studenters upplevelse av användbarheten på videokonferenssystemet ZoomRune, Moa, Nilsson, Josefin January 2020 (has links)
The purpose of the study is to investigate college and university students' experience of theusability of Zoom as support for distance education based on usability goals from theory byPreece, Roger and Sharp (2016). To investigate students' experience of the usefulness ofZoom for distance education, semi-structured interviews were conducted with ten studentsfrom different universities and colleges with different educations. The results of theinterviews showed that students' experience of usability at Zoom was good and providedgood support for distance learning based on Preece, Roger and Sharp usability goals (2016).
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Immersive Police Training: A User Experience Study of SurviVRMedina, Melanie 08 1900 (has links)
Working with the public benefit corporation SURVIVR, I conducted a user experience study to determine how effective the Summer 2019 build of the virtual reality (VR) police training tool SurviVR was at meeting the product's goal of providing officers-in-training with realistic, immersive training experience. Two virtual training scenarios, entitled Active Shooter and Emotionally Disturbed Person (EDP), were the focal points of the study. At two of the product's pilot demonstration locations over eleven total sessions, I gathered observational data and audiovisual recordings and administered paper surveys based in qualitative methods (with a few quantitative elements). Using these data collection tools and techniques, I inquired into the themes of immersion and realism in the virtual scenarios and what design features the participants felt positively or negatively impacted their experiences of these themes. SurviVR's nature of containing both real-world and virtual elements that are pertinent to user experience necessitated a framework that addresses ethnography of virtual worlds, hybrid ethnography, and design anthropology. This study contributes to the expanding field of VR applications and understanding how improved immersion and realism can aid in the effectiveness of VR as a training tool.
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HälsoHjälparen : En användarvänlig kostprogramsappLindfors, Patrik January 2021 (has links)
Since the start of the pandemic, the number of downloaded health apps have increased by 25 percent (Orcha, 2021). Today, there are hundreds of apps available. However, these are deficient in several aspects. Some of them offer complete diet programs, but then the user lacks the flexibility to freely choose what to eat. In other cases, the user may create their own programs. Instead, a time-consuming method is required where the user must either critically evaluate different foods from a database or alternatively enter the nutrient content for different foods him- or herself. This has led to the idea of an app that automatically generates diet programs that matches the user’s needs for energy and energy sources, at no cost to flexibility. This is a bachelor’s theses in industrial design engineering at Luleå University of Technology (LTU). The project has been carried out for ten weeks and has corresponded to 15 higher education credits. The purpose of the project was in part to give people interested in diet the opportunity to create their own, individualized diet programs quickly and easily, which will lead to healthier eating habits. The goal of the project was to develop a prototype for an app that generates high-quality and user-friendly diet programs with minimal effort from the user. The project has followed IDEO’s user centered design process. At the beginning of the project, a project plan was made followed by a literature study that resulted in a theoretical framework. The project followed three major phases: context research, idea generation and concept development. To investigate the context, a survey was first conducted to investigate people's opinions regarding today's diet apps. Furthermore, a competitor analysis was performed consisting of several steps, most notably user tests on competing products. Based on the data that was gathered during this phase, two personas were created. The idea generation phase began with a brainstorm to generate partial solutions. Four different solution proposals were then created with the morphological matrix method and then evaluated with a concept weighting based on criteria gathered from previously collected material with support from an interview. In this way, a concept was chosen for further implementation. In the concept development, paper sketches were first made for the selected concept. Then an early prototype was made in the form of a wireframe in Adobe XD. Based on this wireframe, the final prototype was then created. The final concept resulted in a prototype for an app called HälsoHjälparen (HealthHelper) whose main function is to generate customized meal plans that match the user's needs for energy and energy sources. Furthermore, the focus lieson usability through the implementation of other functionality based on the needs identified throughout the project. The project is considered to have fulfilled its purpose by developing a product that can potentially improve peoples’ health. / Sedan starten av coronapandemin har antalet nedladdade hälsoappar ökat med 25 procent (Orcha, 2021). I nuläget finns hundratals hälsoappar till hands. Dessa är dock bristfälliga i flera avseenden. Vissa av dem erbjuder kompletta kostprogram, men då får användaren inte flexibiliteten att själv välja vad som ska ätas. I andra fall får användaren skapa sina egna kostprogram. Då krävs i stället en tidskrävande metod där användaren antingen kritiskt måste analysera olika livsmedel från en databas alternativt själv ange näringsinnehåll för olika livsmedel. Detta har lett till en idé om en app som automatiskt genererar kostprogram som matchar användarens behov av energi och energikällor, utan bekostnad på flexibilitet. Detta är ett kandidatexamensarbete inom teknisk design på Luleå tekniska universitet (LTU). Projektet har utförts under tio veckors tid och har motsvarat 15 högskolepoäng. Syftet med projektet var delvis att ge kostintresserade människor möjligheten att snabbt och enkelt kunna ta fram egna, individanpassade kostprogram, som ska leda till mer hälsosamma kostvanor. Projektets mål var att ta fram en prototyp till en app som genererar högkvalitativa och användarvänliga kostprogram med minimal arbetsinsats från användaren. Projektet har följt IDEO:s användarcentrerade designprocess. I början av projektetgjordes en projektplan följt av en litteraturstudie som resulterade i en teoretisk referensram. Sedan följde projektet tre större faser; kontextundersökning, idégenerering och konceptframtagning. För att undersöka kontexten utfördes först en enkätundersökning för att utreda människors åsikter gällande dagens kostappar. Vidare utfördes en konkurrentanalysbestående av flera steg, framför allt användartester på konkurrerande produkter. Utifrån den data som togs fram under fasen skapades två personas. Idégenereringsfasen inleddes med en brainstorm för att generera dellösningar. Fyralösningsförslag togs sedan fram med en morfologisk matris och utvärderades sedan med en konceptviktning baserad på kriterier hämtade från tidigare insamlat material med stöd från en intervju. På så vis valdes ett koncept ut för vidare implementering. I konceptframtagningen gjordes först pappersskisser för det valda konceptet. Sedan gjordes en tidig prototyp i form av en wireframe i Adobe XD. Utifrån denna wireframe skapades sedan den slutgiltiga prototypen. Det slutgiltiga konceptet blev en prototyp till en app vid namn HälsoHjälparenvars huvudfunktion är att generera individanpassade matscheman som matchar användarens behov av energi och energikällor. Vidare ligger fokus på användbarhet genom implementering av annan funktionalitet baserat på de behov som identifierats under projektets gång. Projektet anses ha uppfyllts sitt syfte genom att ta fram en produkt som potentiellt kan förbättra människors hälsa.
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How to annotate in video for training machine learning with a good workflowJakob, Persson January 2021 (has links)
Artificial intelligence and machine learning is used in a lot of different areas, one of those areas is image recognition. In the production of a TV-show or film, image recognition can be used to help the editors to find specific objects, scenes, or people in the video content, which speeds up the production. But image recognition is not working perfect all the time and can not be used in the production of a TV-show or film as it is intended to. Therefore the image recognition algorithms needs to be trained on large datasets to become better. But to create these datasets takes time and tools that can let users create specific datasets and retrain algorithms to become better is needed. The aim of this master thesis was to investigate if it was possible to create a tool that can annotate objects and people in video content and using the data as training sets, and a tool that can retrain the output of an image recognition to make the image recognition become better. It was also important that the tools have a good workflow for the users. The study consisted of a theoretical study to gain more knowledge about annotation, and how to make a good UX-design with a good workflow. Interviews were also held to get more knowledge of what the requirements of the product was. It resulted in a user scenario and a workflow that was used together with the knowledge from the theoretical study to create a hi-fi prototype by using an iterative process with usability testing. This resulted in a final hi-fi prototype with a good design and a good workflow for the users, where it is possible to annotate objects and people with a bounding box, and where it is possible to retrain an image recognition program that has been used on video content. / Artificiell intelligens och maskininlärning används inom många olika områden, ett av dessa områden är bildigenkänning. Vid produktionen av ett TV-program eller av en film kan bildigenkänning användas för att hjälpa redigerarna att hitta specifika objekt, scener eller personer i videoinnehållet, vilket påskyndar produktionen. Men bildigenkänningsprogram fungerar inte alltid helt perfekt och kan inte användas i produktionen av ett TV-program eller film som det är tänkt att användas i det sammanhanget. För att förbättra bildigenkänningsprogram så behöver dess algoritm tränas på stora datasets av bilder och labels. Men att skapa dessa datasets tar tid och det behövs program som kan skapa datasets och återträna algoritmer för bildigenkänning så att de fungerar bättre. Syftet med detta examensarbete var att undersöka om det var möjligt att skapa ett verktyg som kan markera(annotera) objekt och personer i video och använda datat som träningsdata för algoritmer. Men även att skapa ett verktyg som kan återträna algoritmer för bildigenkänning så att de blir bättre utifrån datat man får från ett bildigenkänningprogram. Det var också viktigt att dessa verktyg hade ett bra arbetsflöde för användarna. Studien bestod av en teoretisk studie för att få mer kunskap om annoteringar i video och hur man skapar bra UX-design med ett bra arbetsflöde. Intervjuer hölls också för att få mer kunskap om kraven på produkten och vilka som skulle använda den. Det resulterade i ett användarscenario och ett arbetsflöde som användes tillsammans med kunskapen från den teoretiska studien för att skapa en hi-fi prototyp, där en iterativ process med användbarhetstestning användes. Detta resulterade i en slutlig hi-fi prototyp med bra design och ett bra arbetsflöde för användarna där det är möjligt att markera(annotera) objekt och personer med en bounding box och där det är möjligt att återträna algoritmer för bildigenkänning som har körts på video.
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Posouzení informačního systému firmy a návrh změn / Information System Assessment and Proposal for ICT ModificationJambor, David January 2016 (has links)
The thesis describes the analysis and proposal of changes in the information system for the company My to opravime s. r. o. This company deals with electrical equipment servicing. Changes in the information system, which is realized through a web application, were defined based on the analysis. The application is developed in a way that fits the processes of the company and the requirements of the customers, so that it brings the highest added value. The thesis also describes the methods, procedures and current technologies that are used for the development of the web applications
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Implementujte Android aplikaci pro stahování a poslech audio podcastů / Implement Android Application for Download and Listening to Audio PodcastsŠvehla, Ján January 2016 (has links)
This master's thesis is aimed at the problems and issues which are encountered over the development of application for mobile devices. An application for managing and listening of audio podcasts was chosen to be developed. This thesis will guide the reader through general topics and issues of "User Experience" research, its usage and specification on mobile devices and actual design and the implementation of developed application. Results of this work can be used for the development of applications with respect to user centered design.
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Modélisation probabiliste de l'influence des émotions sur l'acceptabilité des innovations / Probabilistic modeling of the influence of emotions on innovations' acceptanceLoeser, Florian 28 June 2019 (has links)
Face au constat d’une forte probabilité d’échec au stade de commercialisation des produits innovants, être en mesure d’anticiper et d’expliquer leur acceptabilité avant même d’entreprendre leur développement représente un atout différenciant pour les entreprises. Les modèles d’acceptabilité proposés par la littérature scientifique permettent dans une certaine mesure d’identifier les facteurs ayant une influence significative sur les intentions d’usage à l’égard d’une innovation. De plus, les dernières extensions de ces modèles de référence accordent une place de plus en plus importante au rôle que peuvent jouer les affects dans l’acceptabilité des innovations. Ces modèles proposent néanmoins une conceptualisation relativement disparate et peu structurée des dimensions affectives. Face à ce constat, l’objectif de ces travaux consiste à étudier les relations entre les émotions et l’acceptabilité des innovations. Premièrement, les études 1, 2 et 3 permettront de démontrer en quoi les innovations sont perçues comme complexes et en quoi ceci peut constituer une entrave à leur adoption. Nous montrerons que cet effet est toutefois nuancé par la prise en compte de l’attitude à l’égard de l’innovation. Deuxièmement, les études 4, 5, 6 et 7 permettront d’étudier précisément les relations entre les composantes émotionnelles et l’acceptabilité des innovations. Enfin, nous procéderons à une analyse intégrative d’une partie des résultats en vue de proposer un modèle probabiliste des relations entre émotion et acceptabilité. Ce modèle, baptisé Eminosa®, offre la possibilité d’inférer les évaluations cognitives à partir d’une mesure des expériences subjectives et d’inférer l’acceptabilité d’une innovation à partir des évaluations cognitives ou des expériences subjectives. Les implications du modèle vis-à-vis de l’accompagnement à l’innovation donneront lieu à un ensemble de préconisations et de futures pistes de recherche. / In response to a high failure rate in innovation projects, being able to anticipate and explain an innovation’s acceptance before its development is an interesting yet differentiating asset for companies. To some extent, acceptance models proposed in the literature allow identifying factors that have a significant influence on the intentions to use innovations. The latest extensions of these pioneer models show an increasing importance in considering the role of affects in the acceptance of innovations. However, these models propose a relatively disparate and unstructured conceptualization of emotional dimensions. In response to this issue, the objective of this work is to propose a framework for studying the relationships between emotions and acceptance of innovations. First, studies 1, 2 and 3 will demonstrate how innovations are perceived as complex and how this could be detrimental to their adoption. We will show that this effect is however qualified when taking the attitude towards innovation into account. Second, studies 4, 5, 6 and 7 will allow us to study precisely the relationships between emotional components and acceptance. Finally, an integrative analysis of some of the results is carried out in order to propose a probabilistic model of the relationships between emotion and acceptance. This model, named Eminosa®, offers three new possibilities: inferring the subjective experiences that an innovation generates by measuring cognitive appraisals, inferring cognitive appraisals by measuring subjective experiences, and finally inferring the acceptance of an innovation by measuring cognitive appraisals or subjective experiences. The implications of the model for the scientific literature and for the application perspectives in terms of innovation support will give rise to a set of recommendations.
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Från Minimal Viable Product till Most Lovable Product : Möjliga Boundary Objects mellan UX och Agil systemutveckling i SaaS-branschen i Sverige / From Minimal Viable Product to Most Lovable Product : Possible Boundary Objects between UX and Agile system development in Swedish SaaS-industryCarlsson, Caroline, Larsson, Daniel January 2020 (has links)
Praktiska erfarenheter från fallföretaget och tidigare forskning visar på utmaningar i att kombinera processerna för agil systemutveckling och användarbaserad designutveckling. Användarbaserad designutveckling förespråkas av UX (User eXperience). Litteraturstudien visar på skillnader i syn på dokumentation, avsaknad av definierad process för gemensamma iterationer, problem med att bryta ner UX-arbete i små beståndsdelar samt hur rollen för UX kan eller ska arbeta tillsammans med utvecklingsteamet. Samarbete över funktionsgränser innebär ofta behov av informationsöverföring genom någon form av objekt eller artefakt. Studiens syfte är att bidra till den befintliga forskningen gällande interaktion mellan agila utvecklingsteam och UX-designers genom att undersöka båda parters perspektiv på hur gemensamt använda artefakter fungerar, för att effektivisera kommunikation, samarbete och informationsöverföring de två funktionerna emellan. Empirin är insamlad genom semistrukturerade kvalitativa intervjuer med produktägare, utvecklare, development managers och UX-designers/UX-specialister. Resultatet av empiri och analys visar att ingen av de funktionsöverskridande artefakterna som studien identifierat, stödjer informationsöverföring för båda funktionerna enligt kriterierna i Boundary Object Theory. Resultatet av den kontextualiserade jämförelsen i diskussionen visar att funktionernas metodologiska filosofi utgör ytterligare en möjlig barriär för effektivt samarbete funktionerna emellan. / Practical experience from the case company and previous research shows challenges in combining the processes for agile system development and user-based design development. User-based design development is advocated by UX (User eXperience). The literature study shows differences in their views on documentation, lack of a defined process for joint iterations, problems with breaking down UX work into small components and how the role for UX can or should work with the development team. Collaboration across functional boundaries often involves the need for information transfer through some form of object or artifact. The purpose of the study is to contribute to the existing research on the interaction between agile development teams and UX designers, by examining both parties' perspectives on how mutually used artifacts operates, to improve communication, collaboration and information transfer between the two functions. The empirical material was gathered through semi-structured qualitative interviews with product owners, developers, development managers and UX designers / UX specialists. The result of the empirical analysis show that none of the cross-functional artifacts identified in the study, that supports information transfer for both functions according to the criteria in Boundary Object Theory. The result of the contextualized comparison in the discussion shows that the methodological philosophy of the functions is another possible barrier to effective collaboration between the functions.
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Visual appeal versus usability : A quantitative analysis of the importance of visual appeal and usability in e-commerceHaglund, Gustav, Mood Román, Clara January 2020 (has links)
Unappealing websites are rejected quickly upon visiting them, while visitors spend more time on visually appealing websites before judging its reliability; but to what extent can visual appeal alone carry the success of a website, and is it so powerful that good usability can be sacrificed? This paper studies the respective importance of visual appeal and usability in e-commerce as factors, in order to determine which factor plays the bigger role in generating trust and credibility for an e-commerce site, as credibility perception is highly correlated with its visual complexity. The relation between these two factors and the likelihood to make a purchase is also discussed. Two prototypes for a fictional consumer electronics e-commerce website were created: one with good design and flawed usability, and another with flawed design and good usability. These prototypes were shown to students aged 20-25 and asked which one they found more trustworthy and which they would rather make a purchase from. With the correlation between trust and purchase intention being apparent, the design of an e-commerce website for consumer electronics should focus mainly on the visual appeal. Usability seems to have some value, however it does not seem to be of the same importance as the visual appeal of the site in regards to generating trust, and consequently customers. The prototypes were constructed in Adobe XD, demonstrated with video recordings, and sent out in a survey to 70 students.
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User Interface's Impact on Player's ImmersionNorrman, Alex January 2020 (has links)
With the success of technology, computers and digital games have become a new, more advanced, medium for storytelling. What sets digital games apart from more traditional forms is that the player must engage and interact with a game world and the characters on a whole new level. Immersion is a term that is described as the experience of feeling deeply engaged within another reality. So how does a player become immersed in the game? In order to enable the necessary interactions between the player and the game, a user interface is required. User interface elements can be designed in a variety of ways. Some elements are part of the game’s geometric world and its narrative, so-called diegetic elements. Then there is the opposite, nondiegetic elements, which have no connection to the game story at all and only fulfill the purpose of conveying information to the player. The aim of this thesis was to investigate how the user interface affects the players’ immersion. The study consisted of a theoretical literary section and two empirical investigations in the field of user tests and online surveys. What was investigated in this thesis was how non-diegetic user interface elements affect immersion as well as whether immersion increases by integrating the user interface into the gaming world. Determining a statistical significance difference in immersion seems difficult. But with the help of interviews and online surveys, the player’s preferences have shown that minimizing non-diegetic elements can increase immersion and that integrating the user interface into the game world is a very good and preferred solution for conveying the necessary information to the player. However, the data collected indicate that failure to convey the necessary information can lead to the opposite, reduced immersion.
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