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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.
271

Services numériques interactifs "créatifs" et expérience urbaine : construction d'une méthode mixte ad hoc pour comprendre et évaluer les services créatifs de la ville

Menassel, Meï 12 September 2018 (has links)
Les nouvelles technologies de l’information et de la communication sont à l’origine de multiples transformations spatiales et de mutations sociétales (Bouquillon, 2010). De plus en plus ancrées dans nos modes de vie, elles représentent désormais une composante du fonctionnement de l’infrastructure urbaine, les strates numériques deviennent un support supplémentaire qui élargit le champ d’interaction et d'échanges dans la ville (Proulx, 2002). Ces divers changements commencent à imprégner, à la marge, des services numériques qui permettent d'inventer de nouvelles expériences urbaines. Notre travail de thèse propose de comprendre et d’évaluer ces nouvelles manières d’explorer et de vivre la ville. Nous avons décidé de nous intéresser à une catégorie particulière de ces services que nous nommons services numériques interactifs créatifs (SNIC), nous les définissons comme des outils de médiatisation produits par les technologies de l’information et de la communication, intégrants un contenu ludique, culturel et/ou artistique. L’objectif de la recherche est double : (i) théorique d’une part, par la définition et la compréhension des formes de l’expérience-usager dans la ville ; (ii) et opérationnel d’autre part, par le développement d’un outil d’aide à la décision pour évaluer les nouveaux services créatifs de la ville. Cet outil est destiné aux concepteurs/décideurs. De par la complexité de notre objet de recherche et pour atteindre notre objectif, nous élaborons une approche mixte au sens de Johnson et Onwuegbuzie (2004) la méthode mixte ad hoc (MMah). En effet, celle-ci nous permettra de mettre en place des analyses afin de mieux saisir la spécificité de l’expérience-usager des espaces urbains médiatisés afin de la rendre intelligible et exploitable. La formalisation des éléments dégagés à partir de la méthode MMah participera à la conception de services créatifs mieux adaptés aux nouveaux besoins des usagers contemporains. / The new information and communication technologies are sourcing multiple spatial transformations and societal mutations (Bouquillon, 2010). More and more rooted in our nowadays of life, they turn out to be actually an embedded functioning component of the urban infrastructure. These digital “strata” become an additional support that expands people fields of interaction and exchange in the city (Serge Proulx, 2002). Marginally, these multiples changes start to pervade services, offered by digital applications, allowing to create a new urban experiences. Thus, this thesis work proposes to understand and assess these new ways of exploring and living in the city with the support of these creative and innovative digital services. We have decided to focus on a particular category of services so-called interactive digital creative services (SNIC), defined like the mediation tools produced by NTIC, integrating the digital playful, cultural or/ and artistic content. The objectives of the research are double: (i) the first one is theoretical and based on the definition and the understanding of the experience-user forms in the city; (ii) the second is operational and based on the development of a supportive decision-making tool to evaluate new creative services dedicated to the city. This tool is for the designers/decision makers. To achieve the objectives of our thesis and due to the complexity of our research domain, we have elaborated a specific mixed method (Johnson and Onwuegbuzie (2004) : Ad hoc Mixed Method (AhMM). Indeed, this approach will allow us to better evaluate and assess the specificity of the urban space user experience, in order to decode it and make it more exploitable. The formalisation of the emerged elements from the MMah method will then participate to the future design of new creative services that will be more adapted and appropriate to the contemporary urban space user needs.
272

Role animace v uživatelském rozhraní mobilních zařízení / The role of animation in user interface of mobile devices

Čanda, František January 2017 (has links)
This diploma thesis deals with the use of animations in the user interface (UI) of mobile devices. The thesis is divided into five parts. The first part presents the theoretical basics of designing user interfaces for mobile devices, the second part is dedicated to the definition of animation, its usage, functions and the perception of animation in user interface. The third part summarizes existing research dedicated to the related field and research methods used in this thesis. The fourth part is focused on the research which was conducted as comparative study based on prototype user testing examining the different types of animation and their impact on the users. The last, fifth section, presents main research findings and answers the research questions. The results reflect the impact of animation on the UI and shows what are the advantages and limits of the use of animation.
273

Open Data Portals : A Framework for Assessing User Experience

Hysenllari, Eleni January 2020 (has links)
Open data are currently a “hot” topic and are linked to greater openness and transparency in a country. Nowadays governments around the world are posting their datasets on online portals so they can become accessible from anyone. These online portals provide information from areas such as: health, transport, education, environment, politics etc. The rapid development of open data portals makes it necessary to evaluate their accessibility and ease of use. One of the biggest challenges that Open Data Portals face when being evaluated, is delivering a better user experience. Based on what other authors have said in relation to this, these portals still do not provide a good support for non-technical users resulting in an unpleasant experience for them.        Aims: This paper aims to discover problems that users come across when they navigate in a specific open data portal in terms of the feelings and emotions they receive from it. A number of evaluations found within related literature are discussed and then an assessment framework is developed to evaluate the user experience of Open Data Portals. Methodology: Based on the research question, an interpretive paradigm and a qualitative approach have been used to conduct the study. Interviews, observations and questionnaires represent the methods for data collection. An inductive content analysis is applied for the analysis of the qualitative data.  Empirical findings: After interviewing 2 technical users and observing or sending questionnaires to 11 students, 5 dimensions are recognized as having an influence on the experience that a user get when navigating an Open Data Portal. They include: Quality of Data, Accessibility, Interactivity, Complexity and Trust.  Conclusions: The study showed that people encounter difficulties on performing specific tasks because of the lack of support. The data has to be updated and modified to provide quality and accuracy. Improvements are requisite in user engagement and privacy issues. Further research is needed to be done for the application of the proposed framework in a specific Open Data Portal.
274

Gestures for Human-Machine Interaction. Design Aspects, User Experience and Impact on Driving Safety

Graichen, Lisa 10 September 2020 (has links)
Das Ziel der Dissertation war, zu untersuchen, welche Aspekte bei Design und Implementierung von Gestensteuerung im Bereich Mensch-Maschine Interaktion wichtig sind. Der Schwerpunkt des ersten Teiles richtet sich auf Aspekte eines Gestenvokabulars und die Frage eines zusätzlichen Feedbacks unter Bezugnahme auf Usability, mentale Belastung und Nutzerzufriedenheit. Der Schwerpunkt des zweiten Teils liegt auf den Auswirkungen von Gestensteuerung auf das Fahrverhalten. In der vorliegenden Dissertation wurden drei relevante Aspekte von Gestensteuerung herausgestellt. Experiment 1 und 2 der Vorstudie untersuchten, wie ein Gestenvokabular aussehen sollte im Hinblick auf die Form der Gesten und die Anzahl verschiedener Gesten, die in einem System implementiert werden. Als Ergebnis schnitt die höchste Anzahl an Gesten (6) in Bezug auf User Experience und Akzeptanz am besten ab. Ebenso das Gestenset, das an die menschliche Kommunikation angelehnt war. Im Unterschied zur Bedienung eines Touchscreens gibt es bei Gestensteuerung kein direktes haptisches Feedback. Aus diesem Grund wurde in Experiment 3 der Vorstudie untersucht, ob es einen Ersatz für das fehlende direkte Feedback geben sollte. Als Ergebnis kann festgehalten werden, dass alle genutzten Feedback-Varianten nicht signifikant besser abschnitten als die Variante mit keinem zusätzlichen Feedback. Die Simulator- und die VIL-Studie untersuchten den Einfluss von Gestensteuerung auf das Blickverhalten und die Reaktion auf kritische Ereignisse im Straßenverkehr. Für diesen Zweck wurde das Gestensteuerungs-Setup in einen Simulator beziehungsweise das Vehicle in the Loop (VIL) übertragen. Die Simulator-Studie konnte zeigen, dass die Fahrer weniger häufig auf das Display im Fahrzeuginneren schauten wenn sie Gestensteuerung benutzten im Vergleich zu Touchsteuerung. Außerdem fühlten sie sich sicherer und die Gebrauchstauglichkeit wurde als gut beschrieben. Die VIL-Studie konnte einen positiven Einfluss auf Reaktionszeiten auf kritische Ereignisse zeigen. Insgesamt kann damit Gestensteuerung als sichere Alternative für Interaktion im Fahrzeug bezeichnet werden, die darüber hinaus auch beliebt bei den Fahrern zu sein scheint. / This thesis investigates aspects of designing and implementing gestures in human-machine interaction (HMI). The first part focuses on aspects of a gesture set and additional feedback with regard to usability, workload, and user satisfaction. The second part focuses on the impact of gesture-based interaction (GBI) on driving behavior. More specifically, this thesis identifies three elementary aspects of designing a GBI. Pre-study experiments 1 and 2 examine how a gesture set should appear in terms of the shape and number of gestures used. The results indicate that the highest number of gestures, six, performs best in terms of user experience and acceptance. However, a gesture set borrowed from human communication performs equally well. In contrast to touch-based interaction (TBI), direct haptic feedback for mid-air gestures is not present. Therefore, pre-study experiment 3 is conducted in order to determine whether a surrogate is necessary. The results of this experiment suggest that implemented forms of feedback are not rated significantly higher than special feedback. The simulator-study and VIL-study investigate the real-world impact of GBI on driver behavior in terms of gaze behavior and reaction to critical events. For this purpose, the GBI setup is transferred into a simulator environment with a Vehicle in the Loop (VIL) to evaluate GBI for IVIS use. The simulator-study demonstrates that drivers look less to the display when using GBI compared to TBI. Moreover, they feel safer, and the user experience is better rated. Therefore, GBI has a positive impact on driver distraction. The VIL-study reveals a positive impact on reaction times to critical events. In conclusion, gestures can be a safe alternative for in-car interaction, an alternative which is popular among drivers.
275

Building a suitable testing-platform to measure impact of typographic effects on web pages

Sjöquist, Joakim January 2020 (has links)
The purpose of this study was to create a testing-platform that mea- sures the impact of typographic effects on web pages. This study chose to focus on highlighted text (text with high contrast background- color) as a typographic tool. The platform is a website, consisting of three (3) pages; (1) the first gathers test user information; (2) the sec- ond (subject-section) records time read and applies an authentication function; (3) the final page provides a multiple-choice questionnaire that records time tested, test score with same authentication method as page two. To test the platform, forty-nine participants were gathered, twenty-five participants (named Group Highlight Text) performed the test with highlight effects turned on and visible in page two (2), the remaining twenty-four (named Group Regular Text) read same page with no effects toggled or visible. Both groups were tested on page three (3) with six questions. The testing-platform fulfilled all expected requirements, with some sections requiring further development. The participation test data revealed some interesting results that could be analyzed further with assistance from social science research. In con- clusion, the test platform successfully recorded viable data that could be used in many fields, but will need additional technical work before being adopted in real-world applications. Further study could be im- plemented in collaboration with researchers from the social sciences to analyze the effects of different typographic effects. Additionally, cre- ate platforms to extract, organize and visualize gathered data would be advantageous.
276

Mody : a smart commuting experience

Wang, Nan January 2020 (has links)
Due to the current urbanization trend, people are spending more time than ever on their daily commute. However, commuting in megacities often results in irritating scenarios. Especially when using public transportation. This project tried to provide an alternative way of commuting that would allow people to refresh themselves during the journey and prepare for their activities in the best way possible. Rather than looking at the commute as a transition from A to B, this project tried to envision different scenarios of daily life and implement smart solutions that would enhance the experience through seamlessly integrated technologies—based on the technological expertise from the sponsor Huawei. In this concept, smart sensors combined with data collection would provide a tailored experience for the customer at different depth levels. The process includes brand research and topic selection to set up the design goal. Basing on the valuable material got from the first step, the design moved to the next step and tried to find the solution for the thesis topic. This is processed by gathering information from the website, brainstorming the ideation. Then the author built up the prototype by sketching, rendering, and 3D modeling. The user experience got developed basing on the robust design. The author started with user research and analyzed and set up personas. The result is an interior design concept with a particular focus on its interaction and user experience. The seating position supports the user experience by changing in harmony with individual preferences and time of the day. Three unique travel modes provide different levels of control over the overall experience based upon the user's request and their trust in the smart system.
277

How do UX Professionals Apply UX Methods andPractice Lifelong Learning?

Geiser, Johannes January 2020 (has links)
Due to fast-paced technological disruptions and diversifying users, user experience (UX) professionals are experiencing a flood of new UX methods and a need for continuous learning. Literature has shown that with a lack of understanding, UX practice research has designed too abstract UX methods making them hard to understand and to apply. With a thematic analysis of an interview with 13 UX professionals, this study presents results on how UX professionals choose UX methods and insights into their lifelong learning. The results from the thematic analysis agree that UX methods are hard to integrate into Agile, too complicated, take too much time to learn, and colleagues have shown to be an essential component for learning. These findings indicate that UX methods might work better if they are designed less complicated and deliver results quicker following the design of Scrum. Also, companies could use novel ideas to ease the access to users and to learn, e.g., lunch lectures.
278

Choosing the colors for a company : A case study on how the right colors can mediate the right image of a company

Nording, Adam January 2020 (has links)
Our world is made up by millions of colors. Everywhere we go we see a variation of colors that describes the environment. Artists use colors to give an emotion to the viewer and give a deeper meaning to the art. Companies have different colors in their logos and on their websites. For example, a red colored logo can give a feeling of passion, energy and power. But used in a different situation, a red color can implicate dangerand death. The research about colors goes very deep, but there is still alot that has not been tested or discovered. This study will examine whether companies can use colors to mediate the right feeling to their customers. The method to do this included a lot of theoretical background and knowledge about colors. When data was collected a mid-fi prototype of a website was created. This mid-fi website was then transformed into three different high-fi prototypes. The three prototypes had the same content but what put them apart was their color schemes. The tests was done face to face or over the internet. The test person had to answer a short questionnaire were the person described the feelings that appeared when using the three different prototypes. After the test a short interview with each test person took place were some expressions from the test was discussed. The result for the first and second website showed a correlation between the two websites. The users had similar answers on these websites, but they also had some comments that separated the websites. The second website was in the end the most popular website which supported the hypothesis.The conclusion from the study is that colors are a very powerful tool to use if a company wants to attract more customers. This was a quite small study and to draw the conclusion that the right colors actually gives more clicks on a website, a larger and longer study must be made. This is so that the study can compare previous years sales with the year werethey introduced the new color scheme.
279

Využitie principov User Experience pri návrhu kariérneho webu

Čičmancová, Alexandra January 2018 (has links)
Čičmancová A. Application of the User Experience principles for purposes of de-signing the career web. Diploma thesis. Brno: Mendel University, 2018. This thesis focuses on creation of design and subsequent implementation of career web. Thesis contents collection of data using the user research and its analysis. Based on this analysis, the thesis documents creation of sketches, wireframes and prototypes. The web is created using the WordPress tool, based on the prototypes. Subsequently the methods of user testing are described. In the conclusion, the the-sis focuses on stating the suitability of chosen user testing methods and application of UX principles.
280

Supporting Facility Management and Operations through User-Centered Design

Holmqvist Larsson, Johanna, Tapper, Fanny January 2020 (has links)
Today the building sector is focused on improving the energyefficiency in order to meet climate and financial business goals.Technical facility managers work with indoor energy use and oneaspect of their work is to optimize the facility performanceaccording to goals set by the company. Their work role involvestechnical and financial facility management, covering for absentcolleagues by acting as back-up support, as well as managing tenantrelationships. To perform their work, they must be able to accessdisparate digital tools, facility information and automatic controlsystems across various facilities.The purpose of this thesis was twofold. The first was to evaluate thepotential need of a portal that connects various systems and supportsinformation exchange among technical facility managers. The secondwas to disclose what this portal should include and from thatformulate a design solution.A contextual design approach was used to investigate the work domainof the technical facility managers through interviews andobservations. A first insight from the interviews was that technicalfacility managers had to navigate a broad range of tools, accessedfrom separate platforms. Importantly, their automatic control systemswere provided by various suppliers and accessed in disparate ways.Vital information was scattered in different systems, supportingneither daily work nor efficient retrieval of information.Additionally, much information was kept in individual records, whichmade back-up supporting more difficult. The interviews andobservations uncovered 7 user requirements that concerned 1) aholistic view, 2) easy access to automatic control system, 3)customization, 4) information creation 5) information retrieval, 6)statistics and analytics and 7) structure.

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