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Sketching Movement-based Interactions : Defining Guidelines for Tool Support in Interdisciplinary TeamsBiehl, Marten January 2013 (has links)
In the fields of Human-Computer Interaction and Interaction Design there is an increased interest in designing for leisure and fun in contrast to an understanding of technology primarily as part of the workplace. Along with this, the relevance of experiential aspects of design is heightened compared to usability in terms of effectiveness, efficiency and satisfaction. At the same time, this created an interest in the relationship between the human body and technology use in research and industry. The starting point for this thesis is the perceived difficulty to combine exploration and technology in early stages of the design process without becoming technology-focused. Instead of picking a technology early in the process and therefore letting the design process be shaped by it, this thesis advocates introducing technology in a way that designers can explore different technologies similar to sketching with different materials. This thesis aims to identify the needs of designers in inter- disciplinary teams when designing with movement-based interactions. This is done by first summarizing important aspects of sketching from the literature. Secondly, the tools that are currently available are reviewed. Finally, an observational study of a design situation is conducted to complete this investigation. The main outcome of this thesis is a set of guidelines for designing a sketching tool for movement-based interactions in interdisciplinary teams. The most important are low transaction costs, overview over sketches, integration into the existing ecosystem, optimization for the team setting and clear articulation of material qualities.
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Förbättra genom att förenkla : En fallstudie med fokus på användarupplevelse genom en iterativ designprocess / Improving by simplyfying : A case study focusing on the user experience through an iterative design processJungstrand, Susana, Dryselius, Petra January 2013 (has links)
Detta är en fallstudie där syftet är att med hjälp av The Lean Startup som arbetsmetod öka andelen nya och aktiva medlemmar på en specifik webbsida genom att förbättra användarupplevelsen. The Lean Startup är en iterativ metod som främst syftar till att utveckla nystartade företag och att anpassa produkterna för marknaden. I detta projekt har metoden applicerats på ett designprojekt. Insamlingen av data har skett genom både kvalitativa och kvantitativa metoder. De kvantitativa metoderna har fungerat som en kartläggning över målgruppens attityd, men också som ett verktyg för att mäta hur många besökare webbsidan hade innan och efter studien. Kvalitativa utvärderingar har genomförts i olika faser där syftet har varit att undersöka hur målgruppen upplever de designförslag och ändringar som presenterats. Studien visar att det fanns uppenbara problem med den ursprungliga webbsidan vad gäller design och interaktion. Användarupplevelsen av den nya designen. De designåtgärder som vidtagits är bland annat ändring av webbsidans struktur och känsla, ändring av namn på rubriker och verktyg och ändring av bildspråk. Studien visar att strukturförändringarna fungerar och att inga stora problem längre finns. Namnförändringarnahar lett till större förståelse av funktioner och navigation och vad gäller bildanpassning så har saknaden av bilder minskat. Designen har fått positiv respons och kopplingen till mat och hälsa är tydligare än förut. Utvärderingarna har gett tips och feedback för framtida åtgärder som utvecklarna kan ta till sig av. Arbetsmetoden The Lean Startup har visat sig fungera bra i detta interaktionsdesignprojekt och har gjort att arbetsprocessen effektiviserats och att produkten anpassats till marknaden. / This thesis is a case study in which the aim is to use The Lean Startup as a working method to increase the amount of new and active members of a specific website by improving the user experience. The Lean Startup is an iterative method that primarily aims at developing start-up companies and to adapt its products to the market. In this project, the method has been applied to a design project. Data collection was done by both qualitative and quantitative methods. The quantitative methods have been a survey of the target group’s attitude and an analysis which worked as a tool to measure how many visitors the website had before and after the study. Qualitative evaluations have been carried out in different ways where the aim has been to investigate how the audience experiences the design and the changes that have been presented. The study shows that there were obvious problems with the original website when it comes to design and interaction. The user experience of the new design (placed here when the results are measured). The changes made in the design include the change of structure and feeling of the website, change of names on the titles and tools, and imagery to the new structure. The study shows that the structural change is working and that no major problems longer exists. The change of names has led to greater understanding of the functions and the navigation and for the imagery, has the feeling of lack of images decreased. The design has received positive feedback and the link to food and health is more clear than before. The evaluations have provided advice and feedback for future actions that developers can keep in mind. The Lean Startup has proven to work well in this interaction design project and has made the work more efficient and the product adapted to the market.
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Integrating Usability Work in the Development Process at a Consulting FirmBergenbrant, Mikaela January 2014 (has links)
When needing software, using the services of an IT consulting rm is todaya common solution for companies nowadays. To make a system suited forthe intended users it is important to focus on usability.There are many dierent approaches possible to use when developinga usable system. The purpose of this study was to study if any of theapproaches, goal-directed design, could be used when a customer orders asolution from a consulting rm. This was to be studied through a case studywhich was conducted at the IT consulting rm Sigma. One of Sigma's customersis Toyota Material Handling Group which is a supplier of forkliftsand additional services like the online eet management platform ToyotaISite. The platform is about to be further developed by connecting it to amobile application with the purpose of making the platform more accessibleand ecient. The assignment in the case study was to develop a prototypefor this mobile application. This was done using the goal-centered design approach.Further, in order to understand the work at Sigma today, interviewswere conducted with developers at the company.The data collected led to an analysis about how Sigma and other similarIT consulting rms could use the goal-centered design approach when developingsoftware. The conclusion drawn was that parts of the method couldbe motivated to the customer and thereby be used in future projects, whilesome parts would be harder to motivate for the customer. The includedsteps were user research, context scenarios, requirements and high-delityprototyping. These conclusions can be used to integrate usability work inthe development process in the context of an IT consulting rm deliveringa system to a customer.
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Information is the key : Att skapa strukturen till ett användarvänligt informationsverktygWinkelmann, Oscar January 2013 (has links)
This report presents the preliminary study and work for the development of a site structure for the upcoming reengineering of inter-tool Infopunkt. The report describes how I have conducted a study regarding the current inter-tool information center and its development potential. Thereafter compiling the information to develop a comprehensive design approach to create a sitemap. The sitemap illustrates a new updated page structure for Infopunkt and was the primary goal of the thesis. The sitemap I have developed will form the basis for the agency that will later on develop the new updated version of Infopunkt. / Denna rapport redovisar förstudien och arbetet med att utveckla en sidstruktur för den kommande nyutvecklingen av internvertyget Infopunkt. I rapporten beskrivs det hur jag har utfört en förstudie gällande det nuvarande internverktyget Infopunkt och dess utvecklingsmöjligheter, för att sedan sammanställa informationen och ta fram en övergripande designstrategi för att skapa en sitemap. Denna sitemap illusterar en ny uppdaterad sidstruktur för Infopunkt och var det primära målet med examensarbetet. Den sitemap jag har utvecklat kommer att ligga till grund för den byrå som sedan ska utveckla den nya uppdaterade versionen av Infopunkt.
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A Mobile Graph-Like Visual Programming LanguageLindgren, Sebastian January 2017 (has links)
Visual programming is a programming paradigm commonly used for game scripting, it also has applications in other areas such as for example patcher languages for music and animation and even a few languages for general purpose programming. By using visual programming complex tasks can be made easier by abstracting the code and letting the user express a flow of commands instead. This also gives a better overview of the problem and how the different parts connect. By graphically connecting nodes the program flow will be made clear even for those new to programming. Unfortunately, visual programming is mostly limited to laptops and stationary computer systems. Touch enabled mobile devices which perhaps would be even better suited for a visual programming approach are left with textual programming environments, which doesn’t use the capabilities of the touch screen, and a few non-graph-like visual programming languages, which use interlocked blocks to represent code. To explore how well graph-like visual programming would work on mobile devices a study will be conducted in which a lo-fi design is created and iteratively evaluated and improved using a modified NEVO process. The design will be created and improved based on existing visual programming interfaces and research in the area of visual programming, interaction design and information design, combined with the input from the test subjects. In this work a mobile, visual, graph-like, general purpose programming language has been designed. A lo-fi prototype of the language has been created to display how the language would look on a mobile system if realized. The lo-fi prototype was then tested with a method given by Rettig to give an indication of the systems usability measured by its task completion time compared to the task completion time of a mobile textual system. There is also a qualitative analysis on the responses from the test users. The tests were conducted both on people new to programming as well as people who have been programming for a while.
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Songs of Transistor : A study of sound design in video gamesAsplund, Ingeborg January 2017 (has links)
While there is a lot of research about other aspects of game design, there are fairly few studies about music and sound in video games. Since music and sound are components of next to all games, it is interesting to investigate how this aspect affects the perceived immersion of gamers. The aim of this study is to investigate how sound and music affect player sense of presence in a video game, Transistor [19], which was chosen due to its distinct and strongly emotional music and sound. Five video prototypes were made using gameplay and sound from the game. The videos presented different variations of the soundscape. These were tested by a web survey with questions from the PENS questionnaire [15], providing the users a seven point Likert scale by which they could rate their experience. The answers were analyzed with a mixed model regression and compared with an estimated image of which degree of immersion would be experience for each of the videos. The result of the study showed that the complete soundscape was significantly more immersive than all the other soundscapes, while silence was significantly less immersive than the other soundscapes. The conclusions were the more complete the soundscape is, the more immersive it is, and that even a small part of the total soundscape is more immersive than complete silence.
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Witches, Warlocks and Traffic Encounters : Designing the interaction for an ad hoc gaming experience / Häxor, Trollkarlar och Trafikmöten : Design av interaktionen i en ad hoc spelupplevelse för flera spelareHulterström, Kristina January 2003 (has links)
This thesis explores the problems and possibilities concerning the interaction between players physically located in different cars during temporary meetings in a gaming situation. The thesis is part of a study set out to investigate how traffic encounters can be used as a resource in a mobile, multiplayer game intended as entertainment for children travelling in the backseat of cars. The multiplayer capabilities are realised by using wireless networks in ad hoc peer- to-peer mode, GPS positioning and a digital compass. Designing the interaction for an ad hoc, mobile multiplayer experience introduces several design challenges, such as how to adapt to the temporality of traffic encounters and how to establish a connection between the digital game and the physical context. The nature of traffic encounters inspired us to take a newapproach to the interaction. The interaction is accomplished using a device, which enables direct interaction between players physically located in different cars. A prototype game was constructed within the frames of the project, which this thesis was part of, to test the functionality of the game concept. The prototype has been tested in its real setting, i.e. inside a car. The study and the work on this thesis was initialised and supervised by Liselott Brunnberg and the work was carried out at the Mobility Studio at the Interactive Institute in Stockholm during late spring and summer 2003.
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Mobile Robot Navigation using Gaze Contingent Dynamic InterfaceAhmed, Zaheer, Shahzad, Aamir January 2010 (has links)
Using eyes as an input modality for different control environments is a great area of interest for enhancing the bandwidth of human machine interaction and providing interaction functions when the use of hands is not possible. Interface design requirements in such implementations are quite different from conventional application areas. Both command-execution and feedback observation tasks may be performed by human eyes simultaneously. In order to control the motion of a mobile robot by operator gaze interaction, gaze contingent regions in the operator interface are used to execute robot movement commands, with different screen areas controlling specific directions. Dwell time is one of the most established techniques to perform an eye-click analogous to a mouse click. But repeated dwell time while switching between gaze-contingent regions and feedback-regions decreases the performance of the application. We have developed a dynamic gaze-contingent interface in which we merge gaze-contingent regions with feedback-regions dynamically. This technique has two advantages: Firstly it improves the overall performance of the system by eliminating repeated dwell time. Secondly it reduces fatigue of the operator by providing a bigger area to fixate in. The operator can monitor feedback with more ease while sending commands at the same time.
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Re-design av Rättviseförmedlingens webbsida : hur utvecklar man en webbsida med hänsyn till olika intressenter och deras behov? / The redesigning of Equalisters’ website : how do you develop a website for different stakeholders with different needs?Hermansson, Cecilia January 2013 (has links)
This report presents the redesign of the online-based non-governmental organization Equalisters’ (Rättviseförmedlingen in Swedish) website. It aims to achieve an understanding of how you take into account the user and other stakeholders and their interests when developing a website. The focus was on redesigning an existing website and prioritize the different stakeholders’ needs. A survey aimed at finding the user’s reason for visiting the website, meetings with the client and a theoretical framework was used as basis for the specification of the requirements. The solution included simplified navigation and a content slider, to enable more content to be displayed on the start page. Two new functions were also implemented to generate new income to the organization. / Denna rapport redogör för genomförandet av mitt examensarbete på den ideella organisationen Rättviseförmedlingen. Arbetet har syftat till att förändra interaktionsdesignen på webbsidan för att anpassa inför användaren och andra intressenters behov. Projektet utgick från en befintlig webbsida och innebar en prioritering av olika intressenters behov och en avvägning kring vilka nya funktioner som skulle utvecklas. Med hjälp av en undersökning av användarens syfte med att besöka webbsidan, beställarsamtal och en teoretisk bakgrund togs en kravspecifikation fram. Lösningen som presenterades innebar en förenkling av navigationen och möjlighet att visa upp mer av Rättviseförmedlingens verksamhet på startsidan. Dessutom implementerade jag två nya funktioner som möjliggör en ny typ försörjning av verksamheten.
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En jämförande studie av två platshållare inom interaktionsdesign : Lorem ipsum vs Blokkfont Neue Regular / A comparative study of two placeholders in interaction design : Lorem ipsum vs Blokkfont Neue RegularGunnarson, Karenina January 2013 (has links)
Denna rapport redogör för användandet av två varianter av utfyllnadstext som används inom interaktionsdesign: lorem ipsum samt typsnittet Blokkfont Neue Regular. Syftet är att lyfta fram ett befintligt alternativ till lorem ipsum, redogöra för uppkomst samt användningsområden för dessa två. För att bäst illustrera exempel har jag valt att redovisa detta med wireframes som representerar en textintensiv digital miljö. Alternativet till lorem ipsum som jag valt att studera, är ett typsnitt som närmast kan liknas vid en markeringstext i form av enfärgade fält som motsvarar respektive bokstav och som tillsammans bildar en enhet. Dessa alternativ används istället för originalcopytexten av två anledningar: antingen för att originalcopytexten saknas, alternativt för att den anses distrahera testpersonen att fokusera på textens innehåll framför för interaktion. I denna rapport kommer jag presentera uppkomst och användande av lorem ipsumtext och typsnittet Blokkfont Neue Regular, och med hjälp av litteraturstudier och stilprover bidra till en större förståelse kring vilken roll dessa platshållare spelar trots att de gör sitt bästa för att inte synas.
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