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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.
71

Defining and Evaluating Design System Usability for Improved Developer Experience

Wirstad Gustafsson, Ella January 2021 (has links)
The recent growth of the software industry has drawn attention to strategies aimed at improving collaboration within the development team. Shown to frequently encounter dilemmas associated with cross-disciplinary work are User Experience designers and software developers, whose effective collaboration are essential for the success of the development process. Design systems have evolved as a response to the demand for efficient collaboration as a collection of reusable patterns and documentation used to establish a common language within software development teams. The popularity of using design systems within software development projects has grown rapidly in recent years, but little research has yet been conducted on its usability in development work. The goal of this thesis is to study design systems from a developer perspective, and evaluate its ability to facilitate the collaboration within software development teams. By building upon previous work on developer experience, this study proposes a method for assessing design system usability from a developer perspective. In this study, participating software developers were tasked with implementing user interface design in code with the help of a design system, followed by interview questions based on the Cognitive Dimensions Framework. Thematic analysis was used to analyze the data. Results provide insights into design system usability and developer experience. Findings include aspects of design system usability in general, such as the importance of developers' autonomy and flexibility of the system, as well as implications from the tested method in particular, such as the relevance of context of implementation. The results implicated an inherent dilemma of approaching design system development through conventions and best practices rather than with a systems theory and systems thinking perspective. / Senaste tidens tillväxt inom mjukvaruutvecklingsindustrin har resulterat i ett ökat intresse för att effektivisera samarbetet inom utvecklingsteamet. Två yrkesgrupper som påvisats stöta på dilemman associerade med multidisciplinärt arbete är de som designar och utvecklar mjukvara, vars samarbete är avgörande för utvecklingsprocessens framgång. Designsystem har vuxit fram som ett svar på en ökad efterfrågan på effektivt samarbete som en samling återanvändbara mönster och dokumentation som syftar till att etablera en gemensam vokabulär och inom mjukvaruutvecklingsteam. Trots att användandet av designsystem inom mjukvaruutveckling har ökat under de senaste åren har inte mycket forskning gjorts på dess användbarhet i utvecklingsarbetet. Denna uppsats syftar till att studera designsystem från ett utvecklarperspektiv, och utvärdera dess förmåga att facilitera samarbetet inom mjukvaruutvecklingsteam. Genom att ta avstamp i tidigare forskning kring utvecklarupplevelse föreslår denna studie en metod för att bedöma användbarheten och utvecklarupplevelsen av ett designsystem. Deltagande mjukvaruutvecklare fick i denna studie i uppgift att implementera gränssnittsdesign i kod med hjälp av ett designsystem, följt av intervjufrågor baserade på ramverket för Cognitive Dimensions. Tematisk analys användes för att analysera data. Resultaten ger inblick i användbarhet och designsystem i allmänhet, så som vikten av utvecklarens autonomi och systemets flexibilitet, samt implikationer från det testade design systemet i synnerhet, så som implementationskontextens relevans. Resultaten antyder att det finns svårigheter med att närma sig mjukvaruutveckling med designsystem genom konventioner och god praxis snarare än med ett systemteoretiskt perspektiv.
72

Designmönster i hybridiserade brädspel: En studie om hur dessa påverkar spelar-upplevelsen i Mansions of Madness: Second Edition

Hassler, Greta, Kingsepp, Vilma January 2023 (has links)
Denna studie undersöker hybrida brädspel, en relativt ny genre av spel som blivit alltmer populär under senare år. En utmaning med att designa engagerande hybridspel är att kombinera analoga och digitala element på ett sätt som förbättrar spelupplevelsen. Studien syfte har varit att undersöka vilka designmönster som återfinns i hybrida brädspel och hur dessa påverkar spelarnas upplevelse av spelet. Med en fallstudie som forskningsstrategi genomfördes tre olika spelsessioner där observation användes för att ta fram data om spelupplevelse i relation till designmönster. Efter varje avslutad spelsession genomfördes semistrukturerade gruppintervjuer med deltagarna där data från observationerna använts som underlag. Data som erhållits användes sedan i en tematisk analys för att ta fram teman och mönster gällande designmönster samt spelarnas upplevelser av dessa. Mönstren som återfanns var test-wizard, förenklande misslyckanden, automatiserad fas-hantering, periodic events, tidsreglerad progression, monster-generering, save and quit, onboarding-wizard, pussel och curiosity priming. Funna mönstren påverkade deltagarnas upplevelse gällande spelelement såsom spelarnas engagemang i spelet, svårighetsgrad, slumpmässighet med dess oförutsägbarhet, inlärningsförmåga, stimulans till nyfikenhet, progression och interaktion mellan spelare. Studien har gett ytterligare data och information om hur designers i framtiden kan förhålla sig till designmönster inom genren hybrida brädspel under utvecklingen av kommande spel. / This study investigates hybrid board games, a relatively new genre of games that has become increasingly popular in recent years. One challenge in designing engaging hybrid games is to successfully combine analogue and digital elements in a way that enhances the gaming experience. The study aims to examine the design patterns found in hybrid board games and how they affect players' experience of the game. Using a case study as a research strategy, three different game sessions were conducted where observation was used to collect data on player experience in relation to design patterns. After each completed game session, semi-structured group interviews were conducted with the players where the observation data was used as a basis. The data obtained was then used in a thematic analysis to identify themes and patterns related to design patterns and players' experiences of them. Patterns found were test wizard, simplifying failures, automatised phase management, periodic events, time regulated progression, monster generation, save and quit, onboarding wizard, puzzle and curiosity priming. Patterns found influenced participant experience regarding difficulty, ability to learn, player engagement, randomness with its unpredictability, stimulation of curiosity, progression and interaction between players. The study has provided additional data and information about how designers in the future can relate to design patterns within the hybrid board game genre during the development of future games.
73

Active Inventory Systems In Games And What Defines Them

Glasell, Josefin, Jönsson, Tim January 2023 (has links)
We have not been able to find a lot of research that defines and categorises different kinds of inventory systems. This thesis expands on what makes an inventory system what it is and how different active inventory systems differ from each other. There’s a lack of non-generic language both in research and everyday discussions between friends that we aim to alleviate. We adapt and make use of an existing pattern creation method as well as an immersive-participatory method to play and analyse nine games that all make use of inventory systems in very different ways. Through this method we created three game design patterns that describe the differences in limitation and presentation within active inventory systems; allocated inventories, numerical inventories and spatial inventories.
74

Evaluation of security threats in microservice architectures / Evaluering av säkerhetshot i mikrotjänst arkitekturer

Lindblom, William January 2022 (has links)
The microservice architecture is a popular architectural pattern in the industry to implement large systems as they can reduce the code bases of each service and increase the maintainability for each of the individual services by dividing the application into smaller components based on business logic. The services can be implemented in different programming languages and communicates over a network. As a consequence, it might lead to a greater attack surface for an adversary of the system. In order to ease the implementation of microservice architectures, a set of design patterns exists. Two patterns addressing the security of the architecture are the API Gateway pattern and the sidecar pattern. More research is needed in order to identify the security threats microservice architecture encounters and how the design pattern handles those. This master thesis uses threat modeling with attack graphs along with attack simulations in order to investigate the threats in microservice architectures and how they compare between the design patterns. To construct the attack graphs and perform the attack simulations SecuriCAD along with CoreLang was used on a microservice architecture with each of the design patterns. The report concludes that the sidecar pattern is faced with less risk than the API Gateway pattern overall and presents a set of suggestions regarding how the security can be improved in microservice architectures. / Mikrotjänstarkitekturer har blivit ett populärt arkitekturmönster inom industrin för att implementera större system eftersom det kan reducera kodbaserna och underlätta underhållningen av varje enskild tjänst genom av att dela upp applikationen i mindre komponenter baserat på varje tjänsts domänlogik. Dessa tjänster kan vara implementerade i olika programmeringsspråk och kommunicerar med varandra över ett nätverk. Som följd skulle dock detta kunna leda till en större attackyta för en angripare av systemet. För att underlätta implementationen av mikrotjänster finns en mängd designmönster, två designmönster som hanterar säkerheten av mikrotjänstarkiterurer är API Gateway mönstret och sidecar mönstret. Mer forskning skulle dock behövas för att ta reda på vilka hot som mikrotjänstarkitekturer ställs inför samt hur väl de två design mönstren bemöter dessa. Den här masteruppsatsen använder hotmodellering med attack grafer samt attack simuleringar för att undersöka vilka hot som finns i mikrotjänstarkitekturer och hur dessa skiljer sig åt mellan de två design mönstren. För att framställa attack graferna och genomföra attack simuleringarna användes programmet SecuriCAD tillsammans med CoreLang på en mikrotjänstarkitektur med vardera design mönster. Rapporten kommer fram till att sidecarmönstrer har lägre risk i jämförelse med API Gateway mönstret överlag och presenterar en mängd förslag angående hur säkerheten kan förbättras i mikrotjänstarkitekturer.
75

Impact of gamification on employee motivation in situations of change in medium-size organisations in the United Kingdom.

Savvas, Apostolos January 2023 (has links)
This thesis tries to provide a comparative study and complimentary data analysis into the effectiveness of game design patterns such as LEGO Serious Play, Leaderboards and Collective voting in terms of the impact that gamification has in change management framework. The study is looking at how gamification impacts employees from a motivational and engagement, in change management tasks, perspective. In a first instance, the researcher/author references and reviews key theories such as theory of fun for game design, motivational theory and change theory. Furthermore, a literature search/review for those theories has taken place to identify what the current scientific base has captured around gamification impact in engagement, motivation and performance of individuals and all potential limitations as well. This led to a clear and specific existing baseline framework. At a later stage, researcher/author describes the research strategy and methodology used to apply three specific gamification techniques to a real organisation (participants – n=20) which delivers change and is going through a transformation process. This included two different data collection methods; semi-structured interviews with organisation’s employees and participant observations within the organisation’s headquarters offices. The participant observation data collection compliments the interviews’ one, which acted as the primary method. The study examines the impact the gamification techniques had on the organisation’s employees while they deliver change daily, their interactions within sessions and meetings, decision making events and other. Findings, through the thematic analysis process, include the participants’ feedback on their overall experience, reward and joyfulness when use gamification. Results show that gamification tools and techniques compliment positively employees within the change management framework, increasing the enjoyment of participation in change activities without increasing competitiveness and also enables more effective decision making. It is important to highlight that creativity seems that is increased as well, through gamification application. It is hoped that knowledge and understanding of the impact of gamification techniques in change management framework could be found useful in an industry related environment and the results of this study could be extended to other areas as well.
76

APPLICATION OF THE MEDIATOR DESIGN PATTERN TO MONTE CARLO SIMULATION IN GENETIC EPIDEMIOLOGY

Cartier, Kevin C. 24 June 2008 (has links)
No description available.
77

ADEPT: A Tool to Support the Formal Analysis of Software Design

Campbell, Sherrie L. 14 August 2009 (has links)
No description available.
78

Specification and runtime monitoring of object-oriented systems

Tyler, Benjamin James 14 July 2006 (has links)
No description available.
79

Micro-Modeling: A Visual Design Framework for Collaborative Tools in Complex Service Organizations

Bolinger, Joe William 16 December 2011 (has links)
No description available.
80

Mixed-Initiative Procedural Generation of Dungeons Using Game Design Patterns

Baldwin, Alexander, Holmberg, Johan January 2017 (has links)
Procedural content generation (PCG) can be a useful tool for aiding creativityand efficiency in the process of designing game levels. Mixed-initiative level genera-tion tools where a designer and an algorithm collaborate to iteratively generate gamelevels have been used for this purpose – taking advantage of the combination of com-putational efficiency and human intuition and creativity. However, it can be difficultfor designers to work with tools that do not respond to the common language of games:game design patterns.It has been demonstrated that game design patterns can be integrated into PCGalgorithms, but formally-defined and hierarchically-arranged game design patternshave not yet been used as a means of increasing gameplay-based control in mixed-initiative dungeon generators. We present a method for evolving dungeon rooms usingmulti-level game design patterns in the objective function of a genetic algorithm, aswell as an instantiation of this method in a mixed-initiative dungeon design tool. Ourresults show that we are able to control the frequency and type of design patterns ingenerated rooms using pattern-related input parameters, enabling us to create dungeonrooms containing a wide variety of patterns on different levels of abstraction.Results from a small-scale user study of professional game developers suggest thatthe use of game design patterns in mixed-initiative level design tools can be a promisingway of providing a good starting point when designing a level, as well as offeringmeaningful gameplay related feedback throughout the design process. We also identifychallenges that will need to be faced if game design pattern-based mixed-initiative leveldesign tools are to become a part of the game designer’s toolkit.

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