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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.
411

Navigation and informational architecture in smart electrical testing and diagnostic devices / Navigation och informationsarkitektur i intelligenta elektriska test- och verifieringsverktyg

Eldh, Ida January 2017 (has links)
This degree project begins with a general introduction of the topic embedded systems in electrical testing and diagnostic devices in industries within the field of human-computer interaction. Then it continues with a deeper view of the problem area and the specific products which are in focus of this project. The company which the study is carried out in, produces and develops many types of test equipment (in a more generalized term called smart electrical testing and diagnostic devices) to the electrical supply industry. The importance of a usable user-interface is greater today than several years ago as the competition between companies include not only technical performance but also usability [4]. Therefore it is highly important to design a user-interface and navigation structure to combine a company’s all products and create a sense of recognition within them. A high level of recognition is in this case, a userinterface and a navigation structure that are recognizable and understandable when the end-user interacts with different products. The information architecture and user-interface design is not very often prioritized in a company as the budget is often much greater for technology than it is for information architecture. Prior the information architecture was more about technology but today it is about system information and content [8]. In this study, three methods are used to make an attempt to collect data to answer and discuss the research question “Is it possible to design a homogenous navigation structure in electrical testing and diagnostic devices for different end-user types?”  This study shows that it is very difficult to get a straight forward answer to how a sustainable and homogeneous information architecture and navigation structure for smart electrical testing and diagnostic devices should be designed. Although, the results could give a substantial input and information towards a common userinterface platform and act as guidelines for the development of products. / Den här uppsatsen är en fördjupning i området människa-dator interaktion och användbarhet och börjar med en generell introduktion om ämnet inbyggda system som används i elektriska test- och verifieringsverktyg i industrin. Fortsättningsvis beskrivs en problemformulering och en förklaring av de produkter som är i fokus i denna studie. Företaget som studien är utförd hos utvecklar och tillverkar olika typer av provutrustning för elkraftsbranschen. Sådan mätutrustning ingår i begreppet intelligenta elektriska test- och verifieringsverktyg och hanteras med hjälp av inbyggda pekskärmar. Att ha ett användarbart grafiskt gränssnitt är viktigare idag än det var för många år sedan, detta eftersom företag konkurrerar med användbarhet i produkter och inte enbart med teknisk prestanda [4]. Därför är det viktigt att designa ett användargränssnitt och navigationsstruktur för att sammanföra ett företags alla produkter och skapa en känsla av igenkänning mellan dem. Ett bra mått på igenkänningsfaktorn är i det här fallet ett användargränssnitt och en navigationsstruktur som är igenkänningsbara och förstådda när slutanvändaren interagerar med olika typer av produkter.  Informationsarkitektur och användardesign är inte alltid prioriterat hos ett industriellt företag då budgeten för tekniken är långt större än för användardesignen. Tidigare handlade informationsarkitektur mer om teknik, men nuförtiden är det mer om systeminformation och dess innehåll [8]. I den här studien har tre metoder använts för att samla data till och besvara frågan ”Är det möjligt att designa en homogen navigationsstruktur till olika typer av slutanvändare av elektriska test- och verifieringsverktyg?”  Den här studien visar att det är svårt att erhålla ett rättframt och entydigt svar på ämnesområdet hur man designar en hållbar och homogen informations- och navigationsstruktur för intelligenta elektriska mätutrustningar. Studien påvisar också att en mängd information kan inhämtas genom att studera användbarhet med hjälp av olika testmetoder. Allt detta i syfte att ge en plattform till utvecklarna som kan agera grund för deras utvecklingsarbete med gränssnittet.
412

Gamification of a Physics Simulation Tool

Baldwin, Alexander, Dahlberg, Simon January 2015 (has links)
Gamification -- bruket av spelelement i icke-spelsammanhang -- har visat sig vara ett effektivt sätt att skapa mer underhållande och engagerande användarupplevelser. Många tillämpningar av gamification förlitar sig på en begränsad delmängd av spelelement som poäng, emblem och resultatlistor -- tekniker som kritiserats för att inte vara representativa för vad som gör spel underhållande. Forskning inom psykologin indikerar att personer blir mest effektivt motiverade av faktorer som vädjar till deras personliga tillfredsställelse, såsom nöje, snarare än externa faktorer som belöning och priser. Detta arbete utforskar bruket av speldesignelement och relaterade 3D-teknologier i utvecklingen av ett verktyg avsett för att skapa och simulera fysikaliska modeller. Implementationen av ett sådant verktyg beskrivs med fokus på integrationen av speldesignelement vilka bidrar till en underhållande och engagerande upplevelse för användaren. En studie utförs för att validera effekten av bruket av spelelement på användarnas nöje när dessa interagerar med simulationsverktyget. Det observerades att genom att använda teman som användaren kan relatera till och som är kontextuellt passande för applikationen i fråga kan spelelement förstärka en njutbar användarupplevelse. / Gamification -- the use of game elements in non-game contexts -- has been shown to be an effective way of creating more enjoyable and engaging user experiences. Many applications of gamification rely on a limited subset of game elements such as points, badges and leaderboards -- techniques which have been criticised for not being representative of what makes games enjoyable. Research in psychology suggests that people are most effectively motivated by factors that appeal to their personal satisfaction, such as fun, rather than external factors such as rewards and prizes. This thesis explores the use of game design elements and related 3D technologies in the creation of a tool for the construction and simulation of physical models. The implementation of such a tool is described, focussing on the integration of game design elements that produce a fun and engaging experience for the user. A study is performed to determine the effects of the use of game elements on users’ enjoyment when interacting with the simulation tool. It was found that by appealing to themes users can relate to and which are contextually appropriate for the application, game elements can help promote an enjoyable user experience.
413

Engaging Speech UI's - How to address a speech recognition interface

Söderberg, Hampus January 2014 (has links)
Speech recognition has existed for a long time in various shapes, often used for recognizing commands, performing text-to-speech transcription or a mix of the two. This thesis investigates how the input affordances for such speech based interactions should be designed to enable intuitive engagement in a multimodal user interface. At the time of writing, current efforts in user interface design typically revolves around the established desktop metaphor where vision is the primary sense. Since speech recognition is based on the sense of hearing, previous work related to GUI design cannot be applied directly to a speech interface. Similar to how traditional GUI’s have evolved to embrace the desktop metaphor and matured into supporting modern touch based experiences, speech interaction needs to undergo a similar evolutionary process before designers can begin to understand its inherent characteristics and make informed assumptions about appropriate interaction mechanics. In order to investigate interface addressability and affordance accessibility, a prototype speech interface for a Windows 8 tablet PC was created. The prototype extended Windows 8’s modern touch optimized interface with speech interaction. The thesis’ outcome is based on a user centered evaluation of the aforementioned prototype. The outcome consists of additional knowledge surrounding foundational interaction mechanics regarding the matter of addressing and engaging a speech interface. These mechanics are important key aspects to consider when developing full featured speech recognition interfaces. This thesis aims to provide a first stepping stone towards understanding how speech interfaces should be designed. Additionally, the thesis’ has also investigated related interaction aspects such as required feedback and considerations when designing a multimodal user interface that includes touch and speech input methods. It has also been identified that a speech transcription or dictating interface needs more interaction mechanics than its inherent start and stop to become usable and useful.
414

Cross-Device design in Personal Informatics - the user's view

Gillberg, Emma January 2015 (has links)
Inom modern informationsteknologi har självloggning fått en allt större roll. Dessa tjänster består vanligtvis av flera delar som behöver samverka för att ge en bra användarupplevelse. Eftersom fysiska enheter kompletteras med appar och webbtjänster behövs det en samspelad gränssnittsdesign för att användarna skall känna ett samband mellan tjänsterna och för att användarna skall använda flera delar. Detta kan göras på flera olika sätt, men genom olika designmål kan utvecklarna bland annat forma de olika delarna av tjänsterna mot samma mål eller spetsa dem för att uppfylla olika delar av tjänsten. Studien undersöker användarnas relation till olika gränssnitt och även olika tjänster. Denna uppsats xxnner att engagemang, personlighet och motivation påverkar valet av tjänst men även hur aktiva användarna är i ett flergränssnittsanvändande och vad de tycker om att behöva hantera flera gränssnitt. Denna uppsats belyser även hur användarna i sin jakt på större självin- sikt samlar och reflekterar över insamlad data över flera gränssnitt och enheter. Genom en kvalitativ intervjustudie med aktiva användare undersöks det närmare hur användarna upplever sitt samlande och hur tjänsterna fungerar och används över flera gränssnitt. Resultaten visar att användare ofta har problem med insamlingen av data och dessutom sällan använder sig av mer än ett eller kanske två gränssnitt. / In modern information technology Personal Informatics(PI) has gained an increasingly important role. Usually PI consists of several parts that need to work together to provide a great user experience. Since physical devices supplemented with apps and web services, to allow users to feel the connection between the services it is very important with a unified interface design. This can be done in several different ways, but through different design objectives you can shape services towards the same goal, or focus them to meet goals in other parts of the service. The study examines users' relationship with various interfaces and also various services. This paper finds that dedication, personality and motivation influences the choice of service but also, how active users are in a multi-use interface and what they think about having to manage multiple interfaces. This paper also highlights how the users in their quest for greater self-awareness collect and reflect on collected data over multiple interfaces and devices. Through qualitative interviews with active users we look closely at how users perceive their collecting and how the services works and are used across multiple interfaces. The results show that users often have problems with the collection of data and that they also rarely use more than one or maybe two interfaces.
415

Impact of QoS and contextual parameters on QoE in a videoconferencing application

Madhi, Kristi January 2016 (has links)
This project will be based in an objective and as well as subjective study related to Quality of Experience in a video conference application, appear.in. Indeed the study puts emphasis on finding possible correlations between Quality of Service parameters, that in the study are represented by some of the most meaningful network parameters, and contextual parameters with Quality of Experience. To achieve this the study was based in two different scenarios using two test environments. One is based on having an all free test and the other conducted in a created test-bad for monitoring and altering network parameters to see how user respond to the changes. Both scenarios were accompanied by a survey that provided useful information about the subjective perception of different individuals that took part in the testing phase.The project is divided in two phases where we set up the required environments for the test and then we process results to find correlation between the above mentioned parameters.In the end of the project all the results and the conclusions are presented providing a clearer view for what was done. The project itself might represent a good foundation to be used in the future for other studies related to video conferencing application.
416

Designing Local Navigation for Chinese Populations : A qualitative study about how Chinese users’ local navigation preferences differ from the preferences of European users / Att designa lokal navigering för kinesiska befolkningar : En kvalitativ studie om hur kinesiska användares lokala navigeringspreferenser skiljer sig från europeiska användares preferenser

Chen, Julia Anna, Oudeh, Yousef Modar January 2022 (has links)
The international communities of user interface, user experience and interaction designers are in an increasing need of considering Chinese users’ experiences when designing websites. China, along with other mandarin speaking populations, consists of a huge market. Almost one-fifth of global Internet users used Chinese as preferred language in 2020. Additionally, more and more companies worldwide are interested in doing business with the Chinese market.  Targeting the needs of internet users coming from a different cultural background requires a special approach as cultural characteristics may influence the users’ expectations. Even though there have been attempts to characterise user interface menus suitable for Chinese users, as of 2022, it is still challenging to access a study on explicitly navigation. The purpose of this qualitative study is to investigate how local navigation can be adapted to the needs of Chinese users. This study also aims to examine the differences between Chinese and European users’ local navigation preferences. During the study, 2 Chinese subjects and 2 European subjects tested three versions of a web prototype that been developed according to the already established research on designing user interface (UI) for Chinese users. Each prototype alternative presented one of the three local navigation alternatives: inverted L, horizontal and embedded vertical. The data has been collected through conducting contextual inquiry in the form of semi-structured interviews and observations. The gathered information was then analysed through thematic analysis. The two themes: Accessibility of content and Interpreting functionality emerged from the coded data. This study acknowledged that differences between local navigation for Chinese and European users arise in cognitive traits. The Chinese users tend to categorise based on interdependence and relationship (thematic cognitive style) rather than to classify by functions, analyse components and infer common features (functional cognitive style). Furthermore, it has been recognised that Chinese population performs better with horizontal menu layouts with English interfaces. Results from this study show that the horizontal local navigation gained the biggest amount of positive feedback from Chinese interviewees, whereas vertical one the least. Even though, the findings illustrate that both Chinese and European subjects considered horizontal local navigation to be the most effective solution, interviewed Chinese users represented the least homogeneity in preferences. This study suggests that in order to develop guidelines for a fully functioning navigation system with English interfaces suitable for Chinese users, more studies on not solely local but also global and contextual navigation should be carried out. / Interaktionsdesigners samt UI/UX-designers över hela världen världen är i ett ökande behov av att ta hänsyn till kinesiska användares erfarenheter när de designar webbplatser. Kineserna, tillsammans med andra mandarintalande befolkningar, består av en enorm marknad. Nästan en femtedel av de globala internetanvändarna använde kinesiska som sitt föredragna språk i 2020. Dessutom, fler och fler företag globalt blir mer intresserade av att göra affärer med den kinesiska marknaden. För att se till att behoven hos internationella internetanvändare tillgodoses, krävs det ofta ett speciellt tillvägagångssätt. Detta eftersom kulturella egenskaper möjligtvis kan påverka användarnas förväntningar. Syftet med denna kvalitativa studie är att undersöka hur lokal navigering kan anpassas till kinesiska användarnas behov. Även om det redan finns några studier som satsar på att känneteckna användargränssnittsmenyer lämpliga för kinesiska användare, saknas det fortfarande studier som undersöker möjliga anpassningar av just navigering. Denna studie syftar vidare till att undersöka skillnaderna mellan kinesiska och europeiska användarnas lokala navigeringspreferenser. Under studien testade 2 kinesiska och 2 europeiska deltagare, tre versioner av en webbprototyp. Prototypen utvecklades enligt den redan etablerade forskningen kring design av användargränssnitt (UI) för kinesiska användare. Varje version av prototypen innehöll ett av de tre lokala navigeringsalternativen: inverted L, horizontal och embedded vertical. Data samlades in genom kontextuella undersökningar i form av semistrukturerade intervjuer och observationer. Den insamlade informationen analyserades sedan genom en tematisk analys. De två teman som framkom ur den kodade datan var: Tillgänglighet av innehåll och Tolkning av funktionalitet. Denna studie erkände att skillnader mellan lokal navigering för kinesiska och europeiska användare uppstår i kognitiva egenskaper. De kinesiska användarna tenderar att kategorisera baserat på ömsesidigt beroende och relation (tematisk kognitiv stil) snarare än att klassificera efter funktioner, analyskomponenter och härleda gemensamma drag (funktionell kognitiv stil). Dessutom har det insetts att den kinesiska befolkningen presterar bättre med horisontella menylayouter med engelska gränssnitt. Resultat från denna studie visar att den horisontella lokala navigeringen fick den största mängden positiv feedback från kinesiska intervjupersoner, medan den vertikala minst. Även om resultaten illustrerar att både kinesiska och europeiska ämnen ansåg horisontell lokal navigering vara den mest effektiva lösningen, representerade intervjuade kinesiska användare minst homogenitet i preferenser. Denna studie föreslår att för att utveckla riktlinjer för ett fullt fungerande navigationssystem med engelska gränssnitt lämpliga för kinesiska användare, bör fler studier om inte bara lokal utan även global och kontextuell navigering genomföras.
417

Accessibility Concepts to Include Elderly in the Digital World

Christersson, Oskar January 2024 (has links)
The digital world offers endless possibilities. New technology is constantly released, and different ways to interact with and use systems are often introduced. Even though the usefulness of digital systems can be high, the constant ongoing release of new technology forces users to keep up. To be able to participate in the world of digital technology, a user must possess the necessary understanding of how to use and interact with the technology in question. This project addresses the topic of digital accessibility, with focus on elderly. Defined accessibility concepts are gathered through a literature study and used in the process of developing two new prototypes of the web application Klimatkollen. The prototypes are then evaluated, partially through a Think Aloud process where users over 60 years old rate the difficulty of performing specified tasks in the prototypes. Due to deviations in the test process, it is not possible to conclude if the accessibility concepts used in this project have any effect on the usage of a system. However, the literature study, and the concepts gathered can be used as a starting point for future research.
418

Medieanvändning i förändring : En kvalitativ studie av 50–60-åringars upplevelser av annonsering på Instagram Stories / Media Usage in Transition

Kikas, Josefine, Jaconelli, Ida January 2024 (has links)
This study is based on a qualitative study conducted through interviews and exploring how individuals aged 50 to 60 describe their experiences of ads on Instagram Stories and which preferences and actions emerge. The aim of this study is to investigate and comprehend how this age group perceives, reacts to, and expresses their preferences for ads on Instagram Stories. These preferences can be linked to categories such as user experience, purchasing behaviour, decision-making, content, presentation, influence and relevance. By employing theories such as the VALS 2 model, uses and gratification, and medium theory, the study examines how individuals in this age group experience and interact with advertisements on Instagram Stories. The results indicated that credibility and relevance were two crucial factors in how participants perceived ads on Instagram Stories. Ads from well-known and credible companies, as well as ads featuring offers or contests, tended to be appreciated more by participants. Additionally, participants expressed a desire for ads to be more relevant to their interests and needs, in order to capture the attention of this age group. / Denna studie är baserad på en kvalitativ undersökning i form av intervjuer, om hur personer i åldersgruppen 50 till 60 år beskriver sina upplevelser av annonser på Instagram Stories och vilka preferenser och ageranden som framträder. Syftet med arbetet är att undersöka och förstå hur åldersgruppen upplever, agerar och uttrycker sina preferenser för annonser på Instagram Stories. Dessa kan kopplas till kategorierna användarupplevelser, köpbeteende, beslutsfattande, innehåll, presentation, påverkan och relevans. Genom användningen av teorierna VALS 2-modellen, uses and gratification och medium theory, har det undersökts hur individer i denna åldersgrupp upplever och interagerar med annonser på Instagram Stories. Resultatet visade att trovärdighet och relevans var två viktiga faktorer för hur deltagarna uppfattade annonser på Instagram Stories. Annonser från välkända och trovärdiga företag, och annonser som innehöll erbjudanden eller tävlingar tenderade att uppskattas mer av deltagarna. Dessutom uttryckte deltagarna en önskan om att annonserna skulle vara mer relevanta för deras intressen och behov, för att fånga åldersgruppens uppmärksamhet.
419

Multi-Sensory in Online Shopping: Insights into User Engagement : A quantitative study to shed a light on consumer behaviour in e-commerce multi-sensory landscape and purchase intention.

Tran, Thi Ngoc Quynh January 2024 (has links)
Title: Multi-Sensory in Online Shopping: Insights into User Engagement  Keywords: Online Shopping, Multi-sensory, Consumer Awareness, User Experience, User Engagement  Research questions: 1. What factors of digitally enhanced multi-sensory experiences affect consumers' awareness? Purpose:   2. How are multi-sensory experiences affecting consumer engagement in e-commerce? Purpose: The purpose of this study is to describe the level of consumer behaviour in multi-sensory online shopping, consisting of three stages: awareness, experience, and engagement, and to explore the factors that affect purchase intention.  Method: To fulfill the purpose of the study, a quantitative research method is employed, utilizing an online questionnaire.  Conclusion: Based on the research, consumer awareness, user experience, and user engagement with multi-sensory technology have a strong impact on purchase intention. Furthermore, gender, shopping frequency, level of interest in digital innovation, and country are related to consumer awareness and purchase intention.
420

Older adults' user experiences with mobile phones: identification of user clusters and user requirements

Lee, Young Seok 26 September 2007 (has links)
This research addressed how older adults experience their mobile phones in their everyday lives and how mobile phones could be designed to best meet their needs. Two studies were conducted using a mixed-research method to identify representative user clusters and to understand user experiences. In Study 1, 154 older adult mobile phone users completed a questionnaire to investigate 1) functional usage, 2) perception about mobile phone quality, and 3) other aspects of user experiences (e.g., motivations of acquisition and learning method). Results showed that older adults are generally conservative mobile phone users who use a few functions of mobile phones and perceive their phone to be difficult to use. Understanding error messages, menu navigation, and text input were found to be most difficult for them. Female users perceived their phones to be more difficult to use than male users. Three user clusters (explorers, basicians, and minimalists) were identified based on mobile phone usage behavior, and their characteristics were described. User satisfaction was effected by three attributes of mobile phones: usefulness, ease of use, and pleasure of use, indicating that developers need to focus on improving all factors when designing a mobile phone for older adults. Study 2 used a more holistic approach to describe older adults' user experiences. The aims of Study 2 were 1) to capture stories that reflected user experiences, 2) to identify barriers that older adults faced through the course of user experience and 3) to provide recommendations to improve user experiences. Qualitative data was collected in the form of existential phenomenology-based interviews. Twelve older adult mobile phone users (over age 56), representing the three clusters found from Study 1, participated in this study. The domestication of technology theory was adopted as a framework to describe instances and themes represented in users' utterances and behaviors. Results showed that, regardless of their abilities to operate technology, older adults used a limited number of mobile phone functions because of their parsimonious cost-benefit analyses when integrating technologies into their lives. A theoretical explanation for this phenomenon was provided using socio-emotional selectivity theory. Barriers (perceptual, cognitive, attitudinal, knowledge, and information barriers) were found to hinder older adults' utilization of mobile phone technology over the four dimensions of the domestication process (appropriation, objectification, incorporation, and conversion). Recommendations to resolve those barriers were provided and related to published literature. This study proved that the domestication of technology theory can be a useful analytical tool for describing and understanding user experiences and capturing users' needs. Detailed discussion about its applicability to user needs analysis process was provided. A set of user requirements along with diverse user profiles were developed as outcomes of this research. / Ph. D.

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