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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.
151

Interaction design in the pragmatic Web = reducing semiotic barriers to web-mediated communication / Design da interação na Web pragmática : reduzindo barreiras semióticas na colaboração mediada pela Web

Hornung, Heiko Horst, 1976- 12 November 2013 (has links)
Orientador: Maria Cecília Calani Baranauskas / Tese (doutorado) - Universidade Estadual de Campinas, Instituto de Computação / Made available in DSpace on 2018-08-24T12:26:30Z (GMT). No. of bitstreams: 1 Hornung_HeikoHorst_D.pdf: 6593850 bytes, checksum: 75052d44505f3a88db9d9ad41b115259 (MD5) Previous issue date: 2013 / Resumo: Web e suas tecnologias de base facilitam interações entre pessoas que alguns anos atrás não eram imagináveis. A colaboração é um tipo importante de interação que tem um propósito. Pessoas de diferentes contextos sociais e culturais, e com diferentes preferências e habilidades, podem colaborar mediadas pela Web. A colaboração muitas vezes acontece em contextos heterogêneos, que são definidos tanto pelas situações atuais dos parceiros na colaboração, quanto pelas experiências passadas, sejam elas individuais ou coletivas. A Web como um meio/uma mídia tem um impacto na colaboração e facilita certos aspectos da colaboração enquanto dificulta outros. Adotando uma perspectiva informada pela Web Pragmática, nesta tese investigamos questões da colaboração mediada pela Web, relacionadas com o Design da Interação. Nosso objetivo principal é entender barreiras semióticas da colaboração mediada pela Web e propor uma abordagem ao Design da Interação que reduza tais barreiras. Barreiras semióticas são barreiras relacionadas à comunicação, mediação e representação. Estas barreiras surgem na colaboração mediada pela Web pois muitos mecanismos da comunicação interpessoal face-a-face não estão disponíveis. Dependendo do contexto, barreiras semióticas frequentemente exercem um impacto negativo à colaboração; entretanto, em alguns casos o impacto pode ser positivo também. A abordagem ao Design da Interação aqui proposta tem suas bases na Web Pragmática e utiliza a Semiótica Organizacional e a Teoria da Atividade como referenciais teórico-metodológicos. As investigações teóricas contaram com uma contrapartida em termos de um embasamento em práticas reais através da participação em um projeto de pesquisa no domínio da educação inclusiva. Materializamos a abordagem proposta no design de um protótipo e na implementação de uma ferramenta correspondente ao protótipo, que apoia uma prática de profissionais no domínio da educação inclusiva. Além disso, propusemos e conduzimos um método de avaliação guiada pela pragmática dentro do contexto de um estudo de caso longitudinal. O design do protótipo, a implementação da ferramenta e a avaliação conduzida fornecem evidências de que a abordagem proposta ao Design da Interação guiada pela pragmática contribui para a redução de barreiras semióticas e para a promoção da colaboração mediada pela Web / Abstract: The Web and its underlying technologies enable interactions among people that were unimaginable a few years ago. An important type of purposeful interaction is collaboration. Mediated by the Web, people from different social and cultural backgrounds, with different needs, preferences and capabilities can collaborate with each other. Collaboration often takes place in heterogeneous contexts that are not only defined by the actual situations of the collaboration partners, but also by individual and collective past experiences. The Web as a medium has an impact on collaboration and facilitates or enables certain aspects of collaboration while making others more difficult. In this PhD thesis we investigate Interaction Design related questions about web-mediated collaboration under a Pragmatic Web perspective. Our prime objective is to understand semiotic barriers to web-mediated collaboration and propose an approach to Interaction Design that reduces these barriers. Semiotic barriers are barriers related to communication, mediation and representation. These barriers emerge during web-based collaboration since many mechanisms of interpersonal face-to-face communication are not available. Depending on the context, semiotic barriers often have a negative impact on collaboration, but in some cases they might also have positive effects. The approach to Interaction Design proposed in this PhD thesis is rooted in the Pragmatic Web and uses Organizational Semiotics and Activity Theory as its theoretical and methodological frames of reference. The theoretic investigations were practically grounded in real world practices by participating in a research project in the domain of inclusive education. We materialized the proposed approach in the design of a prototype and the implementation of the corresponding tool that supports a practice of inclusive education professionals. Furthermore we proposed and applied a pragmatics-driven evaluation method in a longitudinal case study. Prototype design, tool implementation, and the conducted evaluation provided evidence that the proposed approach to pragmatics-driven Interaction Design can reduce semiotic barriers and thus promote web-mediated collaboration / Doutorado / Ciência da Computação / Doutor em Ciência da Computação
152

Haptic-Enhanced Presence in VR: Exploring the importance of haptic feedback in virtual environments to achieve presence

Håkonsson, Jakob January 2018 (has links)
Through qualitative and exploratory research, this thesis project investigates how body stimulation from haptic feedback affects user’s feeling of presence in VR environments. It identifies that in current time,the development of haptic feedback in VR lags severely behind the advancements made in visual and auditory feedback, and that somecompanies disregard its importance. Simultaneously, new companies are emerging which focus entirely on haptics in VR. Since development is still an early stage, this thesis highlights now as a unique opportunity to explore the thoughts professionals have on the topic, as well as try to find out which exact haptics are important for feeling presence to serve as a guide to those developing such systems.Finally, to tackle this issue, it is imperative to understand certain theoretical concepts such as affordances and embodiment, and how they change in the world of VR. This understanding can contribute to Interaction Design knowledge.
153

DONOR SPACE : Bringing everyone together to support volunteer donors in Blood stem cell donation process

Aggarwal, Akansha January 2018 (has links)
Globally in the medical and healthcare field, due to technological advancement and higher success rate of life-saving procedures, there has been a dramatic increase in the number of blood stem cell transplants performed each year. Consequently, the demand for blood stem cells from the donors is continual. The process of acquiring these cells from donors has its obstacles. Once volunteers are willing to donate and are identified as a potential match to the patient, they go through various stages, involving a long waiting period for the donors.  The aim of the project  is to apply and combine interaction design practices in the healthcare and medical world: how it would affect and shape specific experiences for the blood stem-cell donor. I would propose a digital service design that provides strategies to enhance the donation journey experience for the volunteer donors and the stakeholders involved in the process. The thesis project explores how we might design alternative ways to enhance a donor experience through digital services.
154

Interaktionsdesignlösningar som via nudging, uppmuntrar användare till att utforska klimat och extremväder / Interaction design with nudging, to inspire exploration of climate and weather

Segerberg, Linnéa January 2020 (has links)
Our climate is undoubtedly changing, and the climate issue has generated a lot more attention in both media and politics. This is a complex question that affects all sides of society and requires that everybody takes well-informed decisions. SMHI, The Swedish national weather and climate service, has an important role to play, since they can contribute with their weather and climate expertise, to increase the citizens’ knowledge in this area. This work examines how different interaction design solutions with nudging can influence the user’s behavior in its desire to investigate weather and climate processes. Our tests show that when users want to know if today’s weather is usual or not, e.g. the amount of precipitation, he or she is motivated to read more about how climate and weather work. Then the user is guided to a page where they can explore more about the climate and weather. / Vårt klimat förändras onekligen och klimatfrågan har fått ett allt större fokus inom både media och politik. Det är en komplex samhällsfråga som kräver att alla tar väl informerade beslut. SMHI har en viktig roll att spela genom att bidra med sin expertis inomväder och klimat för att öka medborgarnas kunskap inom detta område. I detta arbete undersöks hur nudging kan användas i interaktionsdesign för att påverkadet vardagliga beteendet hos webbplatsbesökarna så att de inspireras till att vilja undersöka väder och klimatprocesserna ytterligare. Nudging definieras initialt som åtgärder som omärkligt påverkar individen till beteendeförändring. Två snarlika designlösningar utvecklas för hur webbplatsbesökarna som besöker SMHI:s 10-dygnsprognos ska uppmuntras till att vilja utforska väder och klimat. Designlösningarna utgår från intresset som funnits i intervjuer och enkät, till att vilja förstå hur realtidsvädret förhåller sig till vad som är ”normalt” eller extremt (historisk väderdata). Utifrån användartesterna som genomförs, framgår det att det finns en positiv attityd och beteendeintention till att vilja utforska väder när testpersonerna använder sig av designlösningarna.
155

Visualiseringar av en driftsgrensanalys : Ett användargränssnitt utvecklat för ett ekonomiskt och produktionstekniskt analyssystem med en användarcentrerad utvecklingsprocess / Visualization of an Analysis of Operating Branches : A User Interface Developed for an Economic and Production Technical Analysis System with a User-centered Design Process

Gunnarsdotter, Petra January 2021 (has links)
This report presents a development of an analytic tool for advisors, developed with a usercentred design process. The tool is developed to help advisers enhance profitability in a company in a simple and flexible way, and to convey the knowledge to their customers. The report focuses on usability and visual representations to present data from an analysis of the operating branches as well as key performance indicators. The work has a usercentered design process divided into four steps and performed by a pre-study and two iterations. The prestudy was the basis of the project, which included a literature study, interviews compiled to two persons and an effect map. The first iteration began with exploring different visual representations for an analysis of the operating branches and key performance indicators. The visual representations were user-tested through a questionnaire. The second iteration developed the tool by designing and implementing a prototype in the program React in order to be user-tested. The test focused on the visual representations and was performed through task-based questions, Likert-questions about the visual representation and the standardized questionnaire System Usability Scale. The report concluded that users thought that bar graphs, tables and texts are the easiest tools to use. The visual representations can therefore be used to visualize economic values. However, a bullet graph was more likely to be chosen in order to visualize key performance indicators. Bullet graphs contain a lot of information, which makes the diagram complex for the user to understand. A simple and fast tool should therefore be limited and use the details-on-demand of the information visualization mantra to enable the user to obtain more information when needed. The tool is not fully developed and more iterations are needed to complete a final product. / Denna rapport presenterar utvecklingen av ett analysverktyg för ekonomiska rådgivare med inriktning på lantbruk, utvecklat genom en användarcentrerad designprocess. Verktyget är utvecklat för att hjälpa rådgivare att förbättra lönsamhet i ett företag på ett en-kelt och smidigt sätt, samt förmedla kunskapen till sina kunder. Examensarbetet fokuserar på användbarhet och visuella representationer för att presentera data från en driftsgrensanalys samt nyckeltal. Arbetet använder en användarcentrerad designprocess uppdelat i en förstudie och två iterationer. Förstudien låg till grund för projektet och innehöll en litteraturstudie, intervjuer sammanställt till två personer och en effektkarta. Första iterationen utforskade olika visuella representationer för en driftsgrensanalys och nyckeltal. De visuella representationerna användartestades genom en enkätundersökning. Den andra iterationen utvecklade verktyget genom att designa och implementera en prototyp med React för att användartestas. Användartestet fokuserade på de visuella representationerna av resultatet och utfördes genom uppgiftsbaserade frågor, Likert-frågor om den visuella representationen och en standardiserade enkäten för att undersöka användbarheten (System Usability Scale). Resultatet visade att användare tycker att stapeldiagram, tabeller och texter är de enklaste verktygen att använda. De visuella representationerna går därför att använda för att visualisera ekonomiska värden. Visualiseringen för nyckeltal gjordes med ett nysansdiagram vilket fungerade bra med förklaring. Visualiseingen innehöll mycket information vilket gjorde den komplext vid första anblick för användaren att förstå. Ett enkelt och snabbt verktyg bör därför begränsas och använda sig av informationsvisualiseringsmantrats detaljer vid efterfrågan (details-on-demand) för att ge användaren möjlighet att få mer information vid behov. Verktyget är inte färdigutvecklat och fler iterationer behövs för att färdigställa en slutlig produkt. / <p>Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet</p>
156

Radiant Textiles : A framework for designing with electromagnetic phenomena

Lewis, Erin January 2021 (has links)
The design of smart, interactive, computational, and electronic textiles involves working with unknown variables that expand the tangible dimensions of textiles. Non-visual concepts such as electromagnetic fields, electrical current, computational code, and the temporal attributes of materials that exhibit dynamic qualities require that textile designers be able to perceive and manipulate domains of the textile that extend beyond its conventional forms of expression. Through these qualities, the textile becomes an interface to otherwise imperceptible phenomena of electromagnetism and thereby opens up to new textile design expressions. However, to do so requires a shift in the understanding of how fundamental textile concepts such as material, form, and expression interrelate to affect the expressive domain of the textile itself. This research aims to describe the material attributes, characteristics, and expressions of electromagnetic phenomena as explored through experimental research methods and suggests ways in which electromagnetic phenomena can be worked with as a design material for smart textiles. Further, it seeks to expand upon conventional design variables of textiles to include its electromagnetic domain. The experiments presented in this thesis suggest a framework for working with magnetic, dielectric, and conductive materials through textile techniques of weaving and knitting. The experiments point to the interrelationship between the textile material, structure, and form, identifying this triad as the key influencers that determine how textile expressions can embrace electromagnetic phenomena. The results of the experimental work are methods that show accessible ways for textile designers to visualize and perceive electromagnetic fields in textiles, such as sensing the impressions of textile structures on the magnetic field using a method of scanned-surface imaging; perceiving electromagnetic fields using textile antennas and spatial exploration, resulting in sonic expression; and kinetic textile behaviours at the yarn level through magnetic interactions. Furthermore, the design possibilities of the materials, methods and tools suggested in this thesis are demonstrated through examples of interactive artefacts, e.g., in the form of ambient energy harvesting forest mobiles and radio-frequency (RF) body extensions. The results suggest the variety of electromagnetic textile expressions that can be created when methods and tools to perceive and manipulate electromagnetic phenomena in textiles are consciously utilized.
157

"We can build this dream together." : Building a positive and engaging community on a peer-to-peer online mental health platform

Strandberg, Naomi January 2021 (has links)
This project explores the building of a positive and engaging online virtual community on a mobile platform to better support experiencers of chronic mental conditions such as anxiety, depression, eating disorders, and learning disabilities. The research aims to answer two questions: how to build such a community and whether different conditions require different communities and have different needs in peer-to-peer online health platforms. The design concept builds upon previous studies of engagement and connection correlating with “positive psychosocial outcomes”, and the rise of online healthcare. This paper describes the design process, explains the reasoning behind the design decisions, and showcases the resulting mobile platform prototype. Outcomes from this exploration contribute to the field of interaction design in furthering understanding in both designing workshops for more sensitive and personal demographics, and in building the beginnings of a supportive online virtual community.
158

Urban Energy Sceneries : Reflecting on renewable energy through design

Ustinova, Valentina January 2021 (has links)
As growing environmental concerns reshape our view on planetary resources, including energy generated from them, it opens an exciting space for design interventions. This study applies Research through Design methodology and series of Participatory Design activities to explore how IxD may address human relations with energy and which characteristics of the interactive artefact might foster playful exploration of energy sources. The design process consisted of two main phases — design space exploration and final design development. The design concept emerging from this study is an interactive installation for public space meant to encourage more personal relationships with water.
159

Patterns of Trust in Ubiquitous Environments

Biel, Bettina, Grill, Thomas, Gruhn, Volker 08 November 2018 (has links)
In ubiquitous environments, users are exposed to public spaces and places where they are supposed to interact and provide also private information. In order to enhance user acceptance of such ubiquitous appliances they have to be designed to consider trust and trustworthiness already in the design phase. We focus on regarding trust in early phases and provide tools for designers by describing trust issues through patterns which are made available through design repositories. Such patterns help designers of ubiquitous applications to create designs quicker based on the availability of already proven solutions they can rely on.
160

Children's ability to navigate through a streaming services such as TV4 Play / Barns förmåga att navigera genom en streamingtjänst som TV4 Play

Roman, Kristina January 2015 (has links)
Due to the increased use of Internet among children, developers have realized that digital environments need better usability, especially to give children the opportunity to handle digital interfaces on their own. This paper investigates how children handle and navigate the online streaming service TV4 Play. The aim of this study was to understand the children’s moves and actions for further development of a more child-centered site that should make it easier for them to handle. The study was based upon a Usability Evaluation Method (UEM) called Peer-Tutoring, where pairs of children cooperated and taught each other, one by one, to solve tasks based on navigation through the interface. This method was also combined with a method called Active Intervention, where questions were added to the Peer-Tutoring in order to invite the children to talk and reflect on their actions. The participants were 4-6 year old children from a preschool in Danderyd, Stockholm. The results show difficulties of navigating and understanding the structure of the site, which is closely related to children’s limited cognitive ability, for instance, adults have superior capacity to handle drag and drop compared to children. These results led to recommendations that the TV4 Play team can take into account when they optimize usability for children. For example, they should implement one-click buttons instead of drag-and-drop functions, and list the available TV shows in a horizontal overview. / På grund av den ökade användningen av Internet bland barn, har utvecklarna insett att digitala miljöer behöver bättre användbarhet, särskilt för att ge barnen möjlighet att hantera digitala gränssnitt på egen hand. Denna uppsats undersöker hur barn hanterar och navigerar på streaming tjänsten TV4 Play. Syftet med denna studie var att förstå barnens rörelser och åtgärder för vidareutveckling av en mer barncentrerade webbplats, som ska göra det lättare för dem att hantera. Studien baserades på en användbarhets utvärderingsmetod, som kallas Peer-Tutoring, där barnen i par samarbetar och lär varandra, en efter en, för att lösa uppgifter baserade på navigering via gränssnittet. Denna metod kombinerades med en metod som kallas aktivt ingripande (Active Intervention), där frågor ställdes för att bjuda in barnen till att prata och reflektera över sina handlingar. Barnen var 4-6 år gamla från en förskola i Danderyd, Stockholm. Resultaten visar svårigheterna att navigera och förstå strukturen på webbplatsen, vilket är nära relaterat till barnens begränsade kognitiva förmåga, t ex har vuxna överlägsen kapacitet att hantera dra-och-släpp jämfört med barn. Dessa resultat har lett till rekommendationer som TV4 Play teamet kan ta hänsyn till när de optimerar användbarheten för barn. Till exempel bör de implementera klickknappar istället för dra-och-släpp-funktioner och lista tillgängliga TV-program i en horisontell översikt.

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