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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.
261

Designing for a Multiple Screen Setup : Interactive Storytelling and Attention Guiding for a Perceivable and Engaging Experience of UTM Explore

Bertzen, Charlotte, Basjuka, Jekaterina January 2022 (has links)
An interactive multiple screen visualisation might become an opportunity for engaging and illustrative presentations of scientific, complex, and abstract research. With multiple (interactive) monitors, storytelling and interfaces could bring engagement, immersion, and attraction to the audience. The challenge of designing for a multiple screen setup is that the amount of information can be overwhelming, causing the perception of it and engagement with it to decrease. This thesis explores approaches that could enhance the perception and engagement of the content for a multiple screen setup. The Research Through Design approach sets the structure for the entire thesis. It consists of methods for exploration, concepting, prototyping, and user testing. By following this research approach, three versions of a prototype were developed and tested which led to the results of this thesis. The overall nature of this research process was exploratory and the design decisions were applied during the activities. The main findings of this thesis regarding the multiple screen setup during the research process included three attention guiding approaches: black and white, blur, and pause, and according to the user test participants, the preferred approach was black and white. The second vital aspect of the research and testing were the five-act story arc and interactive storytelling structures. According to the data from user tests, interactivity helped to increase the engagement and perception of the exhibition piece.
262

Interface of a Tool for Buying New Houses Online : An improvement of Design Studio from an environmentally friendly perspective

Swén, Sanna January 2022 (has links)
This project is a master’s thesis in Industrial Design that has been conducted in the spring of 2022 at Luleå University of Technology. The project is a cooperation with the company Neava and is about improving their online tool Design Studio. The goal of the project is to improve the online tool from an environmentally friendly perspective, i.e., how information is presented regarding material’s impact on the environment and how energy efficient the house will be when all the choices have been made.  Today, there are two different interfaces of Design Studio. One that is based on specific requirements from a customer, and another that is designed for sellers. None of these interfaces provides the user with information about how the materials are affecting the environment. Today it is important to think about the materials and energy efficiency when new houses are being built to create a sustainable future.  The work has been conducted by the process Design Thinking, which is an iterative process that is performed in five different phases: empathize, define, ideate, prototype, and test. In the first phase, an understanding of the user was created, this was conducted through interviews and a survey. In the second phase, the user was identified, and user needs were established. In the third phase, different ideas and concepts were generated and then evaluated by users. In the fourth phase, a clickable prototype was created in the program Adobe XD. In the fifth phase, the prototype was tested on users and later improved based on the results.  The final result is a clickable prototype that informs the user about the available materials and how they are affecting the environment. The materials are categorized into three different groups: red, yellow, and green. If a material is in the red category, it indicates that the material is the worst for the environment. If a material is in the yellow category, it indicates that the material is okay for the environment. If a material is in the green category, it indicates that the material is the best for the environment. These three colors are connected to the environmental meter, the indicator shows the user how environmentally friendly materials the user has selected and how energy efficient the house will be.
263

Designing Trustable Automation for an Intent-Based Control System / Pålitlig automatisering för ett avsiktsbaserat kontrollsystem

Vartiainen, Ville January 2022 (has links)
The differences between legacy and 5G networks in both capability, and their increasingly dynamic nature and complexity warrant searching for new kinds of ways to manage networks. This thesis work explored different options for interaction and interfaces for a declarative, intent-based control (IBC) based 5G network management system. IBC has not been previously applied on the transport layer and in addition to drafting interface concepts, this work also maps existing definitions and implementations of IBC and intents. The functioning of IBC on the transport layer was envisioned through these existing solutions. The work was done as an iterative codesign project following a user-centered design process. Concepts were both drafted and evaluated together with a group of domain experts. Special attention was paid to the forming of trust towards automation. A tentative task path for issuing an intent to the system was mapped and the drafted concepts approached the steps involved in the task path with varying levels of automation and different visual representations for the information the user needs and the functions of the system. No prior body research exists on IBC on the transport layer and trust towards automation in network management and the topics are novel. The envisioned application of IBC on the transport layer, and the drafted concepts on user interaction with the system are tentative in nature and more research is required to determine the feasibility of applying IBC on the transport layer, as well as the effectiveness of the presented concepts in promoting trust among users. / Skillnaderna mellan äldre och 5G-nätverk i båda funktionerna, och deras alltmer dynamiska karaktär och komplexitet motiverar sökning efter nya typer av sätt att hantera nätverk. Detta avhandlingsarbete undersöktes olika alternativ för interaktion och gränssnitt för en deklarativ, avsiktsbaserad kontroll (intent-based control, IBC) 5G-nätverkshanteringssystem. IBC har inte tidigare applicerats på transportskiktet och förutom utarbetande av gränssnittskoncept, kartlägger detta arbete också befintliga definitioner och implementeringar av IBC och avsikter. Funktion av IBC på transportskiktet förutsågs genom dessa befintliga lösningar. Arbetet gjordes som ett iterativt samdesignprojekt efter den användarcentrerad designprocess. Begrepp utarbetades och utvärderades tillsammans med en grupp domenexperter. Särskild uppmärksamhet ägnas åt bildandet av förtroende för automatisering. En preliminär arbetsväg för att utfärda en avsikt till systemet kartlades och de utarbetade koncepten närmade sig stegen i uppgiftsvägen med varierande nivåer av automatisering och olika visuella representationer för informationen användarens behov och systemets funktioner. Ingen tidigare undersökning finns på IBC på transportskit och förtroendet mot automatisering i nätverkshantering och ämnena är nya. De förutsåg tillämpning av IBC på transportlagret och utkastet begrepp om användarinteraktion med systemet är preliminära och mer forskning krävs för att bestämma genomförbarheten av att tillämpa IBC på transportskiktet, liksom effektiviteten på det presenterade begrepp för att främja förtroende bland användare. / 5G verkkojen eroavaisuudet aikaisempiin verkkoihin niin dynaamisuuden, kuin uusien kyvykkyyksien ja verkkojen monimutkaisuus vaativat uudenlaisia tapoja hallita verkkoja. Työssä konseptoitiin eri vuorovaikutus- ja käyttöliittymämalleja aiepohjaiselle- (intent-based control, IBC), deklaratiiviselle hallintamallille 5G-verkkojen hallintaan. IBC:ia ei ole aikaisemmin sovellettu kuljetusverkkotasolla ja käyttöliittymämallien lisäksi työssä kartoitettiin myös IBC:in ja aikeen (intent) olemassa olevia määritelmiä ja toteutustapoja sovellustasolla, joiden pohjalta hahmoteltiin, miten IBC toimisi kuljetusverkkotasolla. Työ toteutettiin osallistavana, iteratiivisena muotoiluprojektina seuraten käyttäjäkeskeistä suunnitteluprosessia. Konseptit luotiin, sekä arvioitiin pienessä ryhmässä alan asiantuntijoiden kanssa. Luottamuksen muodostamiseen automaatiota kohtaan kiinnitettiin erityistä huomiota. Työstetyissä konsepteissa käyttäjän toimintopolun eri askeleita aikeen antamiseksi järjestelmälle lähestyttiin eri kanteilta vaihdellen toimintopolun automatisaation tasoa, sekä verkon ja aikeen tilan ja toimintojen käyttäjälle näkyvää visuaalista esitystä. IBC:n soveltaminen kuljetusverkkotasolla ja luottamus automaatiota kohtaan verkonhallinnassa ovat aiheina uusia, eikä aiheista löydy aikaisempaa tutkimusmateriaalia. Työn hahmotelma IBC:ista kuljetusverkkotasolla, sekä työn aikana tuotetut konseptit käyttäjän vuorovaikutuksesta järjestelmän kanssa ovat luonteeltaan alustavia ja lisää tutkimustyötä vaaditaan mm. IBC:n käytön realistisuudesta kuljetusverkkotasolla, sekä hahmoteltujen konseptien toimivuudesta käyttäjän luottamuksen vahvistamisessa.
264

Designing a Digital Customer Portal for BDX Företagen AB : A User-friendly Web Application Interface

Östman, Karin January 2021 (has links)
The complexity in the construction industry with multiple stakeholdersinvolved during a project create a demand for good communication. Theinformation channel between contractor and customer with relevant andupdated information is important for success in a project. Manual handlingof the information can lead to loss of important information due to thehuman factor. This master thesis deals with the development of a prototype for a customerportal for the construction division at BDX Företagen AB. The aim of theproject was to create a user-friendly and intuitive customer portal to eliminateadministrative burdensome tasks. The project followed an activity-centered approach with a base in designthinking with the phases planning, inspiration, ideation and prototype & test.The phases were iterative and consisted of brainstorming, co-designworkshop, user testing and prototyping. The focus was to understand theuser’s needs in relation to the functions that needed to exist for the system towork optimal. Users were involved during the project from creating arequirement specification to user test of the final prototype. Further toachieve this, relevant theories in user experience, design, gestalt and layoutprinciples were researched in the literature review. The project resulted in two user-friendly and intuitive prototypes for acustomer portal, a mobile and computer version for the different screen size.The customer portal includes relevant project information, ordering of a newproject and changing settings for the user. The interface is associated withBDX and their colours but in a new setting. / Komplexiteten inom infrastrukturbranschen med flertalet intressenterinvolverade under ett projekt skapar ett behov för god kommunikation.Informationsflödet mellan entreprenör och kund, med relevant ochuppdaterad information är viktig för att lyckas i ett projekt. Manuell hanteringav informationsflödet kan skapa misstag som leder till att viktig informationgår förlorad på grund av den mänskliga faktorn. Examensarbetet behandlar utvecklingen av en prototyp för en kundportal åtdivision entreprenad hos BDX Företagen AB. Syftet med projektet var attskapa en användarvänlig och intuitiv kundportal för att minimeraadministrativt tunga uppgifter. Projektet följde aktivitetscentrerad design med bas i design thinkinginnehållande faserna planering, inspiration, idegenerering och prototyp &test. Faserna var iterativa och bestod av metoder som brainstorming, codesignworkshop,användartester och skapandet av prototyper. Fokus låg på attförstå användarens behov i förhållande till de funktioner som var tvungen attexistera för optimal funktion av systemet. Användarna var involverade underhela projektet från skapande av en behovsspecifikation till användartestet avden slutliga prototypen. För att uppnå detta användes relevanta teorier inomanvändarupplevelse, design, gestalt och layout principer ilitteraturundersökningen. Projektet resulterade i två användarvänliga och intuitiva prototyper för enkundportal skapade för dator och mobils skärmstorlek. Kundportalen bestårav relevant projektspecifik information, beställning av ett nytt projekt samtändring av användarinställningar. Gränssnittet är associerat med BDX ochderas färger
265

The Rise of Dark Mode : A qualitative study of an emerging user interface design trend

Eisfeld, Henriette, Kristallovich, Felix January 2020 (has links)
Purpose – As screen time per individual increases, more users of digital devices experience ocular related diseases. The purpose of this study is to gather reasons for the vast popularity Dark Mode gained in contemporary society, by investigating previous design eras. As a general lack of trend analysis within user interface design has been identified, the goal of the study is to lay the foundation for further research in the field of user interface design. Method – The study relies on a qualitative literature review. Publications related to Dark Mode, light-on-dark color schemes and digital trends were analyzed for topic-specific content that was then elaborated to give a critically viewed framework of the emerging trend. Findings – The results of our study indicate that various factors led to creation of the hyped trend, known as Dark Mode. It was first and foremost practicality of the light-on-dark color scheme that paved the way for Dark Mode. All operating systems, many apps, platforms and even websites incorporated it in their design. Being an optional feature, Dark Mode makes it more comfortable for users to use their devices outside the light hours or in environments with bad lighting conditions. With Dark Mode users get a far-reaching personalization tool, that visually changes essentially the whole OS or app. From a psychological point of view this improves user satisfaction, as humans naturally are seeking way to be in control. Being in control of own devices is undoubtedly an important aspect of it. Besides that, Dark Mode houses potential to lower energy consumption of devices and provides users with longer battery times. This, however, only applies to devices with display technology like OLED, where backlighting is at least divided into zones, that can be turned off when not in use. Devices with conventional LED displays cannot benefit from lower energy consumption. Implications – The study indicates that individuals use Dark Mode for a more satisfying user experience as they feel e.g. less eye strain with a dark themed user interface. Editing and coding software is mostly designed in a light-on-dark color scheme, as users often work for long continuous hours on screen, surrounded by dark environment. As screen time per individual increases, more users are experiencing ocular diseases. In counteraction, society demanded dark themed interfaces for operating systems, websites, and apps. As individuals were already using unofficial dark themes on different interfaces, tech companies started releasing system updates to make Dark Mode a choice. As Apple released their user interface update just in 2019, Dark Mode is still a relevant trend discussed in the industry and society. Experts indicate that Dark Mode is here to stay, as it satisfies preferences of many users and makes current OLED screens and future digital devices with appropriate display technology more sustainable. Limitations – The time frame of the study, as well as the Covid-19 pandemic greatly limited the possibilities of conducting the study. Due to the novelty of the trend, there is lack of previous research, which limited the view on the subject to only work available. Keywords – Dark Mode, dark-on-light color scheme, retro trends, user interface design, user experience, digital trends, display, screen, screen time, eye strain
266

Incentivos visuales y métodos de permanencia en páginas web de medios informativos peruanos / Visual incentives and permanence methods on Peruvian news media web pages

Guimarey Avila, Franco Giancarlo 07 July 2020 (has links)
El objetivo de la investigación es explicar la influencia del diseño de interfaz que las páginas web de medios informativos como El Comercio, La República y RPP tienen sobre su público objetivo, personas entre 25 y 44 años. La propuesta que se presenta a continuación pretende resolver la falta de conocimiento sobre los incentivos visuales en el público objetivo determinado por los mismos medios informativos estudiados. Por otro lado, la hipótesis de esta investigación fue que los incentivos visuales tales como el color, la tipografía, el diseño de botones y la imagen son empleados de manera estratégica en el diseño de las páginas web seleccionadas para provocar que los usuarios permanezcan en sus plataformas. Para estudiar esto, se analizaron los medios informativos seleccionados mediante una ficha de análisis de contenido, encuestas al grupo etario elegido y entrevistas a expertos. El resultado principal es que el diseño de información es lo que toma mayor relevancia cuando se quiere lograr permanencia en una página web informativa. En conclusión, la forma en que se estudia a las páginas web actuales ha cambiado en los últimos años. Antes se solía utilizar estímulos visuales sobrecargados para atraer usuarios y generar tráfico, sin embargo, actualmente se implementan páginas con menor cantidad de elementos posibles para facilitar la búsqueda de contenido, lo cual está relacionado con la permanencia de un usuario. / The objective of the research is to explain the influence of the interface design that the websites of news media such as El Comercio, La República and RPP have on their target audience, people between 25 and 44 years old. The proposal presented below aims to resolve the lack of knowledge about visual incentives in the target audience determined by the same news media studied. On the other hand, the hypothesis of this research was that visual incentives such as color, typography, button design and image are used strategically in the design of the selected web pages to cause users to remain in their platforms. To study this, the selected news media were analyzed using a content analysis sheet, surveys of the chosen age group and interviews with experts. The main result is that the information design is what is most relevant when you want to achieve permanence in an informative web page. In conclusion, the way in which current web pages are studied has changed in recent years. Before, it was used to use overloaded visual stimuli to attract users and generate traffic, however, nowadays, pages with the least amount of possible elements are implemented to facilitate the search for content, which is related to the permanence of a user. / Trabajo de investigación
267

Diseño de información y motivación hacia el material formativo de la Asociación Scouts del Perú / Design of information and motivation towards the formative material of the Scouts Association of Peru

Flores Cruz, Kamila Alexandra 02 July 2019 (has links)
El escultismo es una de las asociaciones juveniles más grandes y reconocidas del mundo. Su propuesta formativa, conocida como Método Scout, trabaja con niños y jóvenes a nivel personal y grupal con el objetivo de formar mejores ciudadanos. Sin embargo, tiene un déficit para presentar su material formativo, ocasionando falta de motivación entre scouts para iniciar su progresión. Por ello, el principal objetivo del presente trabajo es rediseñar el material formativo de la Asociación Scouts del Perú haciendo uso de las herramientas que brinda el diseño de información. Se espera que aplicando el diseño de información como herramienta se pueda transformar el material formativo de la Asociación Scouts del Perú brindando una alternativa que genere mayor motivación en los lobatos. La metodología utilizada es investigación experimental, ya que incluye una variable experimental, en un entorno fijo. El nivel de investigación es experimental y el enfoque que se ha elegido es mixto ya que se utilizara tanto el método cuantitativo como el cualitativo. La solución presentada es un juego para móviles en el cual los lobatos responden preguntas para ir avanzando a través de un circuito, tiene la opción de juego en equipo donde las seisenas y manadas compiten entre sí. La propuesta responde a las dificultadas encontradas en el material actual sin desligarse de las bases del escultismo. En conclusión, luego del testeo, el 100% de lobatos respondieron positivamente a la propuesta, demostrando interés hacia el material y motivación por iniciar su progresión, validando así la hipótesis presentada. / Scouting is one of the largest and most recognized youth associations in the world. Its formative proposal, known as the Scout Method, works with children and young people on a personal and group level with the aim of forming better citizens. However, they have a deficit to present their formative material, causing lack of motivation among scouts to start their progression. Therefore, the main objective of this work is to redesign the training material of the Scouts of Peru Association using the tools provided by the design of information. It is expected that applying the information design as a tool can transform the training material of the Scouts of Peru Association providing an alternative that generates more motivation in scouts. The methodology used is experimental research, since it includes an experimental variable, in a fixed environment. The level of research is experimental one and the approach that has been chosen is mixed one since both the quantitative and the qualitative method will be used. The presented solution is a game for mobiles in which the scouts answer questions to go through a circuit, has the option of team play where they compete in teams. The proposal responds to the difficulties found in the current material without breaking away from the foundations of Scouting. In conclusion, after testing, 100% of scouts responded positively to the proposal, demonstrating interest in the material and motivation to start their progression, thus validating the hypothesis presented. / Trabajo de investigación
268

Ecological Interface Design for Flexible Manufacturing Systems: An Empirical Assessment of Direct Perception and Direct Manipulation in the Interface

Cravens, Dylan G. January 2021 (has links)
No description available.
269

Enhancing Brand Experience Through UI Elements Aligned With Brand Values : An Investigation of the Interconnected Fields of User Experience and Brand Experience Within the Context of IKEA’s E-commerce Website

Balogh, Ráhel Anna, Kézy, Máté January 2023 (has links)
In today’s competitive landscape, shaping positive digital experiences with the brand is crucial for the company’s market success. The study aimed to investigate the interconnected relationship between User Experience (UX) and Brand Experience (BX) by exploring the potential for enhancing BX through the implementation of User Interface (UI) elements aligned with brand values within an e-commerce website. In this study, a two-phase quantitative experiment was employed, and four high-fidelity e-commerce web page prototypes were developed based on the Swedish multinational furniture retailer IKEA’s e-commerce website. In conclusion, this study establishes that the implementation of UI elements in line with brand values has the potential to enhance BX within the context of an e-commerce website. Through one of the prototypes, all dimensions of BX could be positively influenced. By emphasizing the interconnectedness between UX and BX, these findings contribute to our understanding of the critical role of UX design in shaping positive brand experiences online.
270

Risking Data in Risk Contexts is Risky Business : Designing for Crisis Response in Relation to Surveillance, Transparency, and its Interaction Patterns

Xavier, Margarida January 2022 (has links)
As the world gets more exposed to natural hazards, new practices of response to crisis have become a topic that requires innovation. FindMe Tag is a device designed in partnership with Frog and Sony that provides rescue teams with information on victims’ locations and their medical conditions. This data is used to facilitate the stages of reconnaissance and triage by quickly hierarchizing tactical priorities and areas of intervention.  Through this design practice, we proposed to mitigate the impact of hurricanes and tropical storms in low-income countries by addressing issues that search and rescue missions undertake to locate and prioritize victims. The outcome of this project, apart from the FindMe Tag device, was a digital interface for rescuers and citizens to receive and communicate different information.  In this design research, I will present some consequences and opportunities of this technological development. The proposed interface designs centred on the usage of different communication patterns to balance aspects of transparency and surveillance that affect differently the stakeholders involved in crisis response. Rather than using technologies to surveil citizens and share this information with authorities, the outcome of this research focused on providing both users with awareness and agency over the information they are sharing and receiving.

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