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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.
141

Interface design of a financial application with usability principles / Gränssnittsdesign av ett användarvänligt finansiellt system

Vikström, Cecilia January 2006 (has links)
Ma’at Solution är ett Österrikiskt företag beläget i Linz, som utvecklar affärssystem specialiserade på aktieportföljsoptimering och värdepappers hantering. Företaget önskar komplettera sin nuvarande produkt Ma’at Invest med en Internetversion som delvis ska fungera som substitut men också som komplement till huvudprogrammet.Projektet kallades Ma’at Online. Man vill använda sig av de fördelar som finns i och med det nuvarande Java-utvecklingsverktyget- Eclipse. Exempel på fördelar är möjligheten att förstora och förminska önskade fönster vid behov. Genom det nyutvecklade Adobe (förut Macromedia) Flex är detta nu möjligt även på Internet. Ur denna idé utvecklades ett övergripande mål: - Skapa ett användarvänligt gränssnitt för Ma’at Online med hjälp av Adobe Flex. Initialt analyserades arbetsflödet i det existerande programmet med hjälp av UMLnotation. På så sätt var det enklare att förstå hur programmet var uppbyggt och vilka funktioner som ansågs nödvändiga. Vidare definierades målgruppen för att förstå hur programmet ska användas och vilka krav som bör ställas. Dessa krav utarbetades ytterligare och användes sedan för att omforma arbetsflödet från den nuvarande applikationen. Därefter utvecklades en alternativ design som mötte de utsatta kraven. Slutligen testades programmet på användarna för att säkerställa användbarheten. Ytterligare lades kraft på att skapa ett gränssnitt som tog vara på fördelarna med animation och användarmanipulation för att skapa ett bättre och enklare arbetsflöde som förhindrar frustration och misstag och som istället hjälper användaren vid behov. Ur datateknisk synpunkt undersöktes vilka komponenter som borde användas och hur de kunde skapas i Adobe Flex med hjälp av programmeringsspråket ActionScript. Projektet resulterade i ett användarvänligt och estetiskt gränssnitt baserad på ny revolutionerande teknik som talar till rätt målgrupp och uppfyller de för programmet uppsatta målen. Av utvecklingsarbetet med Adobe Flex har slutsatsen dragits att tekniken fortfarande har komplikationer, men att inom ett par år kommer de funktioner som är vanligt förekommande i standardprogram användas på Internet. / Ma’at Solutions is an Austrian software company located in Linz. The company is specialized in financial business applications such as portfolio management systems.The company wishes to extend its existing product Ma’at Invest with an Internet version that will work as a substitute or complement to the main program. The project is named Ma’at Online. Ma’at Solutions would like to use the advantages in the present program developed in the Java development environment -Eclipse. An example of features that the company would like to transfer to the online version is that the user can enlarge or minimize windows on request. Through the newly released Adobe (former Macromedia) Flex this is possible even on the Internet. From this a general goal was established: - Create the Ma’at Online interface with an optimal usability approach in Adobe Flex. The workflow in the existing application was analyzed with UML-modeling notation. In this way it was easier to understand the purpose of the program and which functions were required. Furthermore the target user was defined to acquire the needs of the users. These requirements were then developed even more and were used in the remodeling of the workflow to better suit an Internet version. In addition to that, an alternative design was developed, that met the requirements stated in the prior stage. At last an evaluation was performed and a test study of the finished prototype was conducted to make sure that the program meets the requirements. During the development process, time was spent on trying to use the advantages of animations and interaction manipulations to create a better and easier workflow that prevents the user from frustration and errors. Instead it is supposed to provide help to the user when needed. The components in the Adobe Flex were investigated and tested to see how they could be created in the scripting language Action Script and if they could fit into the application. The result of the project was that the application is user-friendly and has an aesthetic interface based on an edge-cutting technology. The conclusion of the development process in Adobe Flex is that the technology still has complications, however in a few years, the eatures used in standalone programs will be used on the Internet.
142

Cross-device brand experience : Interactive brand elements in the Skype service ecology

Erhard, Peter January 2006 (has links)
Many interactive products and services have made the move from stationary or desktop applications to dedicated mobile devices. Sonys Playstation has evolved into the PSP (playstation portable), Apples iPod is fully integrated with iTunes, Microsoft’s new media player is rumored to carry the Xbox brand and browsers like Internet Explorer and Opera can be used on pocket PCs, cell phones and Smart Phones. A very interesting example of this development is the global telephony company Skype that offers free calls over the Internet as well as instant messaging, video conferencing among many other things. Skype is making its way from the desktop to a wide array of devices, stressing the need for a unified brand experience. This thesis seeks to explore the different interactive aspects that constitute the user experience of a specific brand. Through listing the use qualities fulfilled by the services in the primary product and examining their requirements and dependencies in the user interface, this thesis proposes a method to foresee potential confinements in the brand experience when distributing an interactive product or service to a new platform. The thesis also aims at examining how the method can be used in the design process.
143

Speedflirt for Android, a study of porting a mobile application and its effects on user experience

Jansson, Erik, Jonasson, Niclas January 2011 (has links)
Smartphones have become increasingly popular and sales numbers from the third quarter of2010 report that an estimated 80.5 million smartphones were sold worldwide. With this, theaftermarket for smartphone applications has grown explosively and the applications havebecome a part of the user's everyday life. As companies want their mobile applications toreach a broader audience the demand for cross-platform applications is increasing.This master thesis was conducted at The Mobile Life in Gamla Stan, Stockholm, withthe objective of porting an iPhone application called Speed irt to the Android platform.Speed irt is a location based mobile dating application developed by Speed irt Pte Ltd andpromoted by Metro Sweden.This thesis investigates the techniques and frameworks that are currently available fordevelopment of cross-platform mobile applications, identifying the most suitable techniquefor porting Speed irt; furthermore, the eects of porting Speed irt between the platformswas investigated with respect to how the user experience was aected.The result of this thesis is a ported version of Speed irt available on the Android Market;furthermore a set of guidelines aimed at the preservation of user experience during portingis presented in this thesis report.
144

Communicating in a Design Team - creating meaning in a design team through boundary objects

Lindstedt, Sara January 2005 (has links)
This thesis explores object based design team communication. It is assumed that boundary objects in design teams serve as an important communication aid and are considered to have a crucial role in the conducting of multidisciplinary teamwork. Objects, such as design specifications and prototypes, can for example help bridging knowledge gaps between the different interests involved and offer guidance and support in their design work. The aim was to identify the possible problems that might occur connected to the different objects used in a design team. In order to study this, an ethnographical inspired study was carried out. Overall results were that the design team needed to extend their use of objects, in order to be fully supported by them in their work. Further, the existing objects needed to be changed or used differently. A “communication resource hub” was suggested, where all the new and old objects could be gathered. In this “resource hub” there should be room for different models that could be applied as a support for deciding on the right objects for the right purpose.
145

Usability on e-commerce sites for increased sales : How to get the wheel spinning

Lulek, Alexandra January 2015 (has links)
Commerce through Internet gets more usual and has become a part of everyday activities and the users get more experienced. Today e-commerce is not only used to go through with pur-chases online, it is also about decision making before going to a physical store to purchase the product. But even if e-commerce is an established concept there is still shown that customers tend to cancel purchases in due to that the e-commerce site is hard to use. The purpose of this research is to review earlier researchers’ contributions and through this study add theoretical contribution that widens the understanding what enables e-commerce to succeed today in rela-tion to information provision. Questions been asked is 1) what is it 2015 that determines if an e-commerce venture succeeds or not? And 2) what usability parameters are of influential sig-nificance? To answer this it was conducted semi-structured interviews on the company Wip-core that develops e-commerce solutions, the interviewees where employees of different pro-fessions both in business and informatics. The result of this research shows what it is today that determines if an e-commerce venture will succeed or not. The result also points out pa-rameters of an influential significance concerning success factors, also the influence depend-ing on variation between industries and products being sold and what the specific target groups are. The target group that could be interested in this research is companies who con-duct sales through an e-commerce site and who wants to know what influence usability may have on the sales force and companies who has usability as an already existing business con-cept, i.e. other companies developing e-commerce systems. This research can also be of inter-est for companies who has their whole or a part of their business online, because hopefully it leads to an increased self-awareness and a critical examination within the own company but also an external awareness of how influential usability on e-commerce sites may be.
146

Användarvänlighet på en webbplats med inriktning hälsa och välmående : Hur den uttrycks och påverkar besökare

Nilsson, Josefine, Brenander, Sofia January 2015 (has links)
Purpose – A user-friendly website is a and o for companies given today's technology and internet usage. It's about creating a website that visitors of different ages and with different technology experience easily can use and take part of. The purpose of this thesis is to find out how a web site to a company in the private sector that focuses on health and wellbeing can be designed so that the visitors can find the information they are looking for without encountering problems. Method – To achieve this, a survey was conducted and also interviews with people who work with user experience on the web, where an analysis part was performed pursuant to the thinking aloud method, and usability testing using the thinking aloud method. Findings – Using the method choices, the conclusion came forward that what is important to have in mind when designing a user-friendly website, is that the navigation system should be easily understandable, the structure and the amount of information on the site should make the site readable, and also the typography and the contrast between the colors are supposed to make it easier for the visitor to navigate on the website. Limitations – This work focuses exclusively on companies that focus on health and wellbeing in Jönköping, furthermore the work is all about user experience on the web and how visitors will be able to find important information on the website / Syfte – En användarvänlig webbplats är a och o för företag med tanke på dagens teknikutveckling och internetanvändning. Det gäller att skapa en webbplats som besökare i olika åldrar och med olika mycket teknikvana enkelt kan använda och ta del av. Syftet med detta examensarbete är att ta reda på hur en webbplats till ett företag inom den privata sektorn som inriktar sig på hälsa och välmående kan utformas för att besökarna ska kunna hitta den information de söker utan att stöta på problem. Metod – För att uppnå detta genomfördes en enkätundersökning, intervjuer med personer som jobbar med användarvänlighet på webben där en analysdel utfördes enligt thinking aloud metoden, samt användartester med hjälp av thinking aloud metoden. Resultat – Med hjälp av metodvalen kom slutsatsen fram att det som är viktigt att ha i åtanke vid utformning av en användarvänlig webbplats är att navigationssystemet ska vara lättförståeligt, strukturen och mängden information på sidan ska göra webbsidan lättläst, samt typografin och kontrasten mellan färgerna som ska göra det lättare för besökare att navigera på webbsidan. Begränsningar – Detta arbete fokuserar enbart på företag som inriktar sig på hälsa och välmående i Jönköping, vidare handlar arbetet om just användarvänlighet på webben och hur besökare ska kunna hitta viktig information på webbplatsen.
147

Use of Social Media by Students in Denmark

Velkova, Ekaterina Valentinova January 2015 (has links)
The use of social media and its accessibility through smartphones is becoming a more and more researched topic in the field of ICT. In relation to this, the current study attempts to shed light on the general use of social media, Facebook in particular, by youth in Danish context and pays attention to how the accessibility to this media through smartphones affects the interaction between individuals when being together. The research finishes with three conceptual models which goal is to provide future design implications of the studied ICTs in a way that closer meets the user needs and requirements. The models are – one related to Facebook, one general application, and one related to supporting many-to-many communication. The study is of interpretative nature, based on qualitative research approach with a main method for data collection being qualitative semi-structured interviews. There were 8 interviews performed – 3 with students at a secondary school in Odense, Denmark, and the rest with students at the university in the same town. In this way an understanding of the use patterns and issues experienced by the different age groups was attempted. Furthermore, the study contributes with findings to certain discrepancies identified in the current literature, such as the need for context-aware devices, type of friends on Facebook and others. Finally, due to the limited source for data collection, the thesis does not claim for generalizability, but it should be viewed as a small contribution to the studies related to Facebook, particularly applicable within a Danish context.
148

Våga väga : En utvärdering av Personas och Bardrams (2000) CSCW-checklista för datainsamling under en användarmåldriven interaktionsdesignprocess i en miljö med ett fåtal användare / Weighing In : An evaluation of Personas and Bardrams (2000) CSCW checklist for data gathering during a goaldriven interaction design process in an evironment with few users.

Hanson, Gustaf January 2013 (has links)
Personas (typanvändare) är ett populärt verktyg för interaktionsdesigners och gör det möjligt att, bland annat, uppfatta skillnader mellan en ofta stor mängd potentiella användare och därefter anpassa en design efter detta. Men hur användbart är detta verktyg om användarantalet är litet och deras mål i huvudsak styrs av deras identiska arbetsuppgifter? Interaktionsdesigners som vill försäkra sig om att de skapar användarvänliga applikationer bedriver ofta någon from av datainsamling och testning, från och med användare. Det finns flera kända metoder för analys av data som samlats in från kvalitativa studier. Det finns dock färre konkreta riktlinjer för vilka frågor man bör söka svar på under själva datainsamlingen. Detta varierar så klart kraftigt beroende på vilken kontext man befinner sig och någon universell lista med frågeställningar som alltid täcker in det man behöver kommer sannolikt aldrig att existera. Bardram (2000) och hans kollegor har dock sammanställt en checklista med frågeställningar de utvecklat under utvecklingen av ett nytt informationssystem för Danska sjukhus. Ett sådant system är väldigt komplext så det finns anledning att undersöka hur väl deras checklista fungerar för enklare system. I denna studie utvärderades nyttan av personas och Bardrams (2000) checklista som verktyg under ett designprojekt i en miljö med ett fåtal användare, vars uppgifter i huvudsak styrs av deras identiska arbetsuppgifter och komplexiteten i systemet är liten. Resultatet visade att personas är ett lämpligt verktyg trots likheten mellan användarna. Arbetet med att utveckla det som slutligen endast blev en persona gav författaren (tillika studiens interaktionsdesigner) ett sätt att fastställa att deras mål faktiskt var väldigt lika. Personan var grunden i utvecklingsarbetet som slutade med en lyckad design. Även Bardrams (2000) checklista visade sig vara ett bra stöd under studiens gång. Författaren ger dock förslag på två punkter att lägga till i denna checklista.
149

UX and Service Design for Zbee Based Corporate Carsharing / UX och Service Design för Zbee baserad Företags Bildelning

Bahtiri, Blerand January 2018 (has links)
What transportation means corporations choose for satisfying their mobility needs may have an essential impact on the environment. Choosing environmental friendly, alternatives such as battery driven light electric vehicles, would mean drastically contributing to a more sustainable environment. Meanwhile as carsharing solutions, continuously rise in popularity together with other sharing economy business models so do their possibilities to satisfy the mobility needs for corporations either by them implementing their own carsharing service or by investing on external services offered by established carsharing operators. This thesis has investigated and designed for a Zbee based corporate carsharing service, to be used between the affiliates of Vinngroup in Gothenburg. A Zbee is a light electric three-wheeled vehicle. Based on user-centred service design methods, methods suggested for sharing economy solutions, as well as user experience design methods, this thesis identified that users have different individualistic needs in a workplace and prior experiences that affects how they will use the service.In order to satisfy these different needs, it was found, the system needs to provide real-time vehicle and scheduling information for ensuring the users vehicle availability and service reliability, being one of the first requirement from the users. Further the service should provide users with functions that help users through the different use phases that were identified during this work. The findings found were then presented visually by designing mobile application prototypes and testing them on participants iteratively. The final set of prototypes was further evaluated by using the System Usability Scale, an effective and popular tool for measuring the usability of products and services. This evaluation gave the scores 77.5, 92.5, 90, 87.5 and 72.5, thus this giving a mean-value of 84 and a median of 87.5. All these scores suggests the prototype has high usability.
150

Kansei Engineering Experimental Research with University Websites

Bakaev, Maxim, Gaedke, Martin, Heil, Sebastian 18 October 2016 (has links) (PDF)
This technical report presents the data and some results of the experimental research in the field of Human-Computer Interaction (Kansei Engineering), undertaken jointly by Technische Universität Chemnitz (Germany) and Novosibirsk State Technical University (Russia) in Feb- March 2016. In the experiment, 82 Master and Bachelor students of both universities evaluated 21 website of selected German and Russian universities per 10 emotional and 5 quality scales.

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