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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

Supporting the process of goods reception

Finnevidsson, Emma January 2023 (has links)
Goods reception is a process which is found in a lot of companies, where goods that have been ordered are physically received and registered in a system. This study has examined what aspects affect the user of the system in carrying out the process of goods reception, and how this can be supported in an interface. What the process of goods reception looks like among different users, what the users' needs are relating to the process, and what problems and frustrations users experience were investigated. The user situation was explored through interviews and observations. Collected data were analyzed through a thematic analysis resulting in six themes. The themes were: Inaccuracy, Information, Communication and collaboration, Efficiency and effortlessness, Overview and Freedom and control. Design proposals of how the process of goods reception can be supported in an interface were created and discussed. The proposals were based on the themes that emerged, combined with theories about user interface design, usability and cognitive psychology.
152

Gamification of Mobile Educational Software

Browne, Kevin January 2016 (has links)
The overall theme of this thesis is the study of incorporating gamification design approaches in the creation of mobile educational software. The research presented in this thesis focuses on the design and testing of software created to teach introductory computer science and literacy concepts to postsecondary and adult learners. A study testing the relative effectiveness and subjective user enjoyment of different interfaces for a mobile game is also included in this thesis, as the results of the study led to the primary research objectives investigated in further studies. Our primary research objective was to investigate whether using gamification design approaches to mobile educational software could result in student engagement and learning. Our central hypothesis is that gamification design approaches can be used to create engaging and educationally effective mobile educational software. Our secondary research objective is to determine how mobile educational software can be made more or less engaging and educationally effective through gamification design approaches, by trying different approaches, testing the resulting applications, and reporting the findings. Three studies were conducted based on these objectives, one study to teach various computer science concepts to students in a first year computer science course with iPad applications, and two studies which used iPad applications to teach punctuation and homonyms, and improve reading comprehension. The studies document the design of the applications, and provide analysis and conclusions based on the results of testing. Through the results of these studies we affirm our hypothesis. We make design suggestions for software creators, such as providing corrective feedback to the user. We discuss common themes that emerged across the studies, including how to best use educational software. Finally, as avenues for future work, we suggest investigating the impromptu social effects of using tablet software in a classroom, and the development of a usability testing platform. / Thesis / Doctor of Philosophy (PhD) / The overall theme of this thesis is the study of how gamification can be used to make mobile educational software engaging and effective as a learning tool. The research presented in this thesis focuses on the design and testing of software intended to teach introductory computer science and literacy concepts. The hypothesis guiding this work is that mobile educational software can be made engaging and educationally effective by incorporating game design elements. Through four studies we affirm our hypothesis, and document the relative success of various gamification techniques in different contexts. We make design suggestions for software creators, such as providing corrective feedback to the user. We discuss common themes that emerged across the studies, including how to best use educational software. Finally, as avenues for future work, we suggest investigating the impromptu social effects of using tablet software in a classroom, and the development of a usability testing platform.
153

Gyllene snittets estetiska effekt på användarupplevelse av mobilapplikationsgränssnittsdesign. / The aesthetic effect of the golden ratio on user experience of mobile application interface design

Al-chaseb, Nouar January 2023 (has links)
Sammanfattning  Denna studie fokuserade på att utforska användningen av det gyllene snittet inom webbdesign och dess påverkan på användarupplevelsen av mobilapplikationer.  Gyllene snittet är en proportion som anses estetiskt tilltalande, har historiskt sett använts inom olika konstformer och designområden för att skapa harmoni och balans. Det gyllene snittet är betydande för denna studie eftersom det erbjuder en potentiell designprincip för att förbättra användarupplevelsen och visuell estetik inom webbdesign, särskilt i sammanhang där harmoni och balans är avgörande för användarinteraktion. Det genomfördes ett experiment för att testa om användningen av det gyllene snittet som en design riktlinje i interaktiva mobilapplikationer har ett estetiskt värde, det vill säga om det påverkar användarnas estetiska utvärdering av en mobilapplikation och deras preferenser genom att designa två mobilapplikationer med samma innehåll men med olika design riktlinjer nämligen en med den estetiska proportionen gyllene snittet och den andra utan den.  Genom en kombination av semistrukturerade intervjuer och ostrukturerade observationer analyserades hur användare reagerar på mobilapplikationer utformade med och utan gyllene snittet. Resultatet visade att minoriteten av deltagarna upplevde positiva reaktioner på applikationens layout och estetik när det gyllene snittet användes, då aspekter som textstorlek och visuell estetik genererade olika åsikter.
154

Benefits of Accepting Cookies in a Digital News Space : A Way to Communicate the Enhancement of User Experience That Cookies Allow

Ählström, Olivia January 2024 (has links)
No description available.
155

Virtual Reality for Improved Situation Awareness for Electronic Surve illance Operators : Implementing and comparing a virtual reality interface and its interactions with a traditional 2D interface

Hamilton, Marcus January 2022 (has links)
Electronic surveillance operators are a vital part of electronic warfare. Included in their field of responsibility is the analysis of, the assessment of, and the actions on potential threats. A vital component of these is an operator’s situation awareness. It governs to what degree of confidence and accuracy these aspects can be determined. An interface of an electronic surveillance operator must therefor be designed to provide and improve situation awareness. A technology that is hypothesized to improve situation awareness is virtual reality. Through its head-mounted display and handheld controllers it is aimed to create immersion and generate natural interactions. Information can be closely explored through new perspectives and the entire body can be used to interact with interfaces. These aspects and the additional dimension provided by virtual reality are the factors expected to improve situation awareness. The aim of this study is to explore the effects for situation awareness with a 3D interface in virtual reality compared to a traditional 2D interface for electronic surveillance operators. A user-centric approach was selected to evaluate how an existing 2D interface for electronic surveillance operators compares to a novel 3D interface in virtual reality. The existing interface is provided by Saab AB, and the 3D interface is developed for this particular case. Furthermore, a wrist-mounted menu and a stationary dashboard menu were implemented in virtual reality to support minimal implementation bias and for further discussion on interactions in virtual reality. The results indicate improved situation awareness in the virtual reality 3D interface. This is complemented by users’ reflections to generate a discussion for design guidelines, whether traditional interfaces may be replaced by virtual reality interfaces, and what effects virtual reality has on situation awareness. / Operatörer för elektronisk övervakning är en viktig del av elektronisk krigföring. Inkluderat i deras ansvarsområde är analysen av, bedömningen av, och åtgärderna mot potentiella hot. En viktig komponent i dessa är en operatörs lägesuppfattning. Den styr i vilken grad av tillförlitlighet och noggrannhet dessa aspekter kan fastställas. Ett gränssnitt för dessa operatörer måste därför utformas för att ge och förbättra lägesuppfattning. En teknik som antas förbättra lägesuppfattningen är virtuell verklighet. Genom bildskärmar som bärs på huvudet och handhållna kontroller syftar den till att skapa immersion och naturliga interaktioner. Information kan utforskas på nära håll genom nya perspektiv och hela kroppen kan användas för att interagera med gränssnittet. Dessa aspekter och den ytterligare dimension som virtuell verklighet ger är de faktorer som förväntas förbättra lägesuppfattning. Syftet med denna studie är att utforska effekterna för lägesuppfattning med ett 3D-gränssnitt i virtuell verklighet jämfört med ett traditionellt 2D-gränssnitt för elektroniska övervakningsoperatörer. Ett användarcentrerat tillvägagångssätt valdes för att utvärdera hur ett befintligt 2D-gränssnitt för elektroniska övervakningsoperatörer kan jämföras med ett nytt 3D-gränssnitt i virtuell verklighet. Det befintliga gränssnittet tillhandahålls av Saab AB och 3D-gränssnittet är utvecklat för just detta fall. Dessutom implementerades en handledsmonterad meny och en stationär instrumentpanelmeny i virtuell verklighet för att stödja minimal implementeringsbias och för ytterligare diskussion om interaktioner i virtuell verklighet. Resultaten indikerar förbättrad situationsmedvetenhet i 3D-gränssnittet för virtuell verklighet. Detta kompletteras med användarnas reflektioner för att generera en diskussion för designriktlinjer, om traditionella gränssnitt kan ersättas med virtuella verklighetsgränssnitt och vilka effekter virtuell verklighet har på lägesuppfattning.
156

Development and Evaluation of an Ecological Display for the Detection, Evaluation, and Treatment of Cardiovascular Risk

McEwen, Timothy Ryan January 2012 (has links)
No description available.
157

Organic Web Design: Exploring Nature as Metaphor in Responsive Web Design

Catanese, Alexander J. 04 May 2017 (has links)
No description available.
158

Evaluation of Consumer Drone Control Interface

Merrell, Thomas William, Jr. 16 May 2018 (has links)
No description available.
159

Comparison of Cyber Network Defense Visual Displays

Sushereba, Christen Elizabeth Lopez 07 June 2018 (has links)
No description available.
160

Design a Management System for Livewell Collaborative

Cheng, Yongliang 17 September 2012 (has links)
No description available.

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